Omnifreaker Shaders Scripts and Addons for DAZ Studio omnifreaker_com_3 http://www.omnifreaker.com/index.php?title=News MediaWiki 1.39.3 first-letter Media Special Talk User User talk Omnifreaker Omnifreaker talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Main Page 0 1 1 2009-12-20T23:16:14Z MediaWiki default 0 wikitext text/x-wiki <big>'''MediaWiki has been successfully installed.'''</big> Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software. == Getting started == * [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list] * [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ] * [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list] bd962048d95fbb6b6b514885867811db20a5476b 4 1 2009-12-23T07:25:51Z Admin 1 wikitext text/x-wiki <big>'''MediaWiki has been successfully installed.'''</big> Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software. == Getting started == * [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list] * [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ] * [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list] [[UberSurface]] a10ef52e23195938d0d71dd6c0132ede7ef0409f File:Uber surface diff.jpg 6 2 2 2009-12-23T07:13:56Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Help:Editing 12 3 3 2009-12-23T07:24:04Z Admin 1 Created page with 'veryone can contribute to Wikipedia. This is possible because Wikipedia is a wiki: Simply click on the link “Edit this page“ on top of an article and start writing. This chea…' wikitext text/x-wiki veryone can contribute to Wikipedia. This is possible because Wikipedia is a wiki: Simply click on the link “Edit this page“ on top of an article and start writing. This cheatsheet shows the basic formatting tricks. {| style="background-color:white; font-size:small; float: left; margin:3px 3px 3px 10px" |- |style="background-color:#B9D3EE" |'''Wiki text''' |style="background-color:#B9D3EE" |'''Result''' |- |style="background-color:#B9D3EE" |<nowiki>''italic''</nowiki> |style="background-color:#B9D3EE" |''italic'' |- |style="background-color:#B9D3EE" |<nowiki>'''bold'''</nowiki> |style="background-color:#B9D3EE"|'''bold''' |- |style="background-color:#B9D3EE" |<nowiki>'''''bold and italic'''''</nowiki> |style="background-color:#B9D3EE" |'''''bold and italic''''' |- |style="background-color:#B9D3EE" | <nowiki>==Level 2==</nowiki><br /> <nowiki>===Level 3===</nowiki><br /> <nowiki>====Level 4====</nowiki><br /> <nowiki>=====Level 5=====</nowiki><br /> <nowiki>======Level 6=====</nowiki> |style="background-color:#B9D3EE" |Headings in different sizes and formats; Level 1 is used only for page titles <br /> and is generated automatically by the software |- |style="background-color:#B9D3EE" |<nowiki>[[Link to another page]]</nowiki><br /> <nowiki>[[Link|different title]]</nowiki> |style="background-color:#B9D3EE" |Internal link to another page on the wiki |- |style="background-color:#B9D3EE" | <nowiki>http://www.example.org</nowiki><br /> <nowiki>[http://www.example.org Text]</nowiki> |style="background-color:#B9D3EE" |External link<br /> Link with description |- |style="background-color:#B9D3EE" |<nowiki>[[fr:Page en français]]</nowiki> |style="background-color:#B9D3EE" |Interwiki link to french Wikipedia (appears under “languages“) |- |style="background-color:#B9D3EE" |<nowiki>[[Category:Example]]</nowiki> |style="background-color:#B9D3EE" |Add article to category “example“ |- |style="background-color:#B9D3EE" | <nowiki>----</nowiki> |style="background-color:#B9D3EE" |Horizontal line |- |style="background-color:#B9D3EE" | <nowiki>* one</nowiki><br /> <nowiki>* two</nowiki><br /> <nowiki>* three</nowiki> |style="background-color:#B9D3EE" |Bulleted list |- |style="background-color:#B9D3EE" | <nowiki># one</nowiki><br /> <nowiki># two</nowiki><br /> <nowiki># three</nowiki> |style="background-color:#B9D3EE" |Numbered list |- |style="background-color:#B9D3EE" |<nowiki>[[Image:File.jpg|Text]]</nowiki><br /> <nowiki>[[Image:File.jpg|frame|Text]]</nowiki><br /> <nowiki>[[Image:File.jpg|thumb|Text]]</nowiki> |style="background-color:#B9D3EE" |Image with alternative text<br /> Image aligned right with caption<br /> Thumbnail |- |style="background-color:#B9D3EE" |<nowiki>[[Media:File.ogg]]</nowiki> |style="background-color:#B9D3EE" |Download link |- |style="background-color:#B9D3EE" |<nowiki>{{Name}}</nowiki> |style="background-color:#B9D3EE" |Include template "Name" |- |style="background-color:#B9D3EE" |<nowiki>--~~~</nowiki> |style="background-color:#B9D3EE" |Signature (Link to userpage) |- |style="background-color:#B9D3EE" | <nowiki>--~~~~</nowiki> |style="background-color:#B9D3EE" |Signature with timestamp (date & time) |- |style="background-color:#B9D3EE" |<nowiki>#REDIRECT [[Other article]]</nowiki> |style="background-color:#B9D3EE" |Redirect one title to another article |} 6e8463bb2d35435acfc972941c8dea19f099aadb UberSurface 0 4 5 2009-12-23T07:28:19Z Admin 1 Created page with '=== This is a test === [[File:Uber_surface_diff.jpg]]' wikitext text/x-wiki === This is a test === [[File:Uber_surface_diff.jpg]] 61f17cf2baa57461466e9c8fb7bcd212d177fe67 6 5 2009-12-23T07:40:35Z Admin 1 wikitext text/x-wiki === This is a test === [[File:Uber_surface_diff.jpg]] http://omnifreaker.com/img/wiki_up/human_surface/tiling_1.jpg 566843866d9afb71851afdb2d076ce7613bf5b71 7 6 2009-12-23T07:52:54Z Admin 1 wikitext text/x-wiki === This is a test === [[File:Uber_surface_diff.jpg]] http://omnifreaker.com/img/wiki_up/human_surface/tiling_1.jpg <gallery widths=60px heights=60px perrow=7 caption="sunflowers are groovy"> File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg </gallery> 3b7c290e6e735bbb5272b4eea1ee08227f731264 8 7 2009-12-23T08:00:06Z 74.98.65.29 0 wikitext text/x-wiki === This is a test === [[File:Uber_surface_diff.jpg]] http://omnifreaker.com/img/wiki_up/human_surface/tiling_1.jpg <gallery widths=60px heights=60px perrow=7 caption="sunflowers are groovy"> File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg </gallery> {| border="1" cellpadding="20" cellspacing="0" |+ align="bottom" style="color:#e76700;" |''Food complements'' |- |[[File:Uber_surface_diff.jpg]] |Apple |- |http://omnifreaker.com/img/wiki_up/human_surface/tiling_1.jpg |Pie |- |Butter |Ice cream |} 0ebd89fa0f503af4f537d85d51ba5f877879e19a 9 8 2009-12-28T07:15:26Z Admin 1 wikitext text/x-wiki === This is a test === [[File:Uber_surface_diff.jpg]] http://omnifreaker.com/img/wiki_up/human_surface/tiling_1.jpg <gallery widths=60px heights=60px perrow=7 caption="sunflowers are groovy"> File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg File:Uber_surface_diff.jpg </gallery> {| border="1" cellpadding="20" cellspacing="0" |+ align="bottom" style="color:#e76700;" |''Food complements'' |- |[[File:Uber_surface_diff.jpg]] |Apple |- |http://omnifreaker.com/img/wiki_up/human_surface/tiling_1.jpg |Pie |- |Butter |Ice cream |} {{#ev:youtube|HaPcERbn_wY}} ebea5f97b4de0952f1e331382f86cb972f0e6119 MediaWiki:Sidebar 8 5 10 2010-01-19T05:04:55Z Admin 1 Created page with '* navigation ** Home ** Products ** currentevents-url|currentevents ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGE…' wikitext text/x-wiki * navigation ** Home ** Products ** currentevents-url|currentevents ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGES 3782d2fc23790cb90cf86cd789fc3effe97b21e6 11 10 2010-01-19T05:24:56Z Admin 1 wikitext text/x-wiki * navigation ** http://www.mediawiki.org|MediaWiki ** Products ** http://google.com|News ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGES 2421a6ccaa1bbf8e2afb96f33d9cbfb8ed0c0d70 18 11 2010-01-19T06:11:39Z Admin 1 wikitext text/x-wiki * navigation ** [[Main_Page]] ** [[Products]] ** [[Tutorials]] ** [[Downloads]] ** [[Contact]] ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGES a33a3df66bbb572570768cc67fb32af40f18dc98 19 18 2010-01-19T06:18:43Z Admin 1 wikitext text/x-wiki * navigation ** Main_Page|Home ** {{SERVER}}/index.php?title=Main_Page|Home ** [[Tutorials]] ** [[Downloads]] ** [[Contact]] ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGES 64dc8e0369735455aff5b6d153908474efb24945 20 19 2010-01-19T06:19:18Z Admin 1 wikitext text/x-wiki * navigation ** Main_Page|Home ** Products|Products ** Tutorials ** [[Downloads]] ** [[Contact]] ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGES d6ad7aadd7d3d606582741f8c66e52de03a118da 21 20 2010-01-19T06:20:03Z Admin 1 wikitext text/x-wiki * navigation ** Main_Page|Home ** Products|Products ** Tutorials|Tutorials ** Downloads|Downloads ** Contact|Contact ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGES cf5e0f484c1d50a49c186ff933754d06178e370b File:UberPointBanner.jpg 6 6 12 2010-01-19T05:52:34Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberPointPP 02lo.jpg 6 8 14 2010-01-19T05:53:09Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:BuyNow.jpg 6 9 15 2010-01-19T05:57:51Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberPoint 0 10 16 2010-01-19T06:05:53Z Admin 1 Created page with '[[File:BuyNow.jpg|right|fooo|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5812]] [[File:UberPointBanner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5812]…' wikitext text/x-wiki [[File:BuyNow.jpg|right|fooo|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5812]] [[File:UberPointBanner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5812]] UberPoint light shader and textures for allowing powerful and flexible lighting control in DAZ|Studio = Product Description = UberPoint is a 3Delight light shader, texture maps, and custom interface allowing powerful and flexible lighting control in DAZ|Studio. The new point light allows for high-end controls, allowing the user to place light where it is desired with the use of enhanced falloff controls, raytraced soft shadows, and light gells (gobos). = Features = * Enhanced falloff controls ** Falloff Active ** Falloff Start ** Falloff End ** Falloff Decay * Texture support allows for light gell/gobo/slide projector effects. * Shadow Controls (Raytraced soft shadow support) ** Shadow Type ** Shadow Color ** Shadow Intensity ** samples ** Shadow Softness ** Shadow Bias * Included 4 Texture maps ** discoBall.jpg ** lavaLampBlue.jpg ** misty.jpg ** torch.jpg 102fdc268fdf706b57f13bc7aff8f78fd247039a 23 16 2010-01-19T06:28:45Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5812]] [[File:UberPointBanner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5812]] UberPoint light shader and textures for allowing powerful and flexible lighting control in DAZ|Studio = Product Description = UberPoint is a 3Delight light shader, texture maps, and custom interface allowing powerful and flexible lighting control in DAZ|Studio. The new point light allows for high-end controls, allowing the user to place light where it is desired with the use of enhanced falloff controls, raytraced soft shadows, and light gells (gobos). = Features = * Enhanced falloff controls ** Falloff Active ** Falloff Start ** Falloff End ** Falloff Decay * Texture support allows for light gell/gobo/slide projector effects. * Shadow Controls (Raytraced soft shadow support) ** Shadow Type ** Shadow Color ** Shadow Intensity ** samples ** Shadow Softness ** Shadow Bias * Included 4 Texture maps ** discoBall.jpg ** lavaLampBlue.jpg ** misty.jpg ** torch.jpg 33f44309b6eb8ed5ca85edec332017e92a74f297 Products 0 11 17 2010-01-19T06:09:50Z Admin 1 Created page with '= DAZ Studio 3 Advanced = = Shaders = <gallery> File:UberPointPP_02lo.jpg </gallery>' wikitext text/x-wiki = DAZ Studio 3 Advanced = = Shaders = <gallery> File:UberPointPP_02lo.jpg </gallery> 406d9639076811a73d57aa4f46cfcf7c5656ce83 22 17 2010-01-19T06:26:40Z Admin 1 /* Shaders */ wikitext text/x-wiki = DAZ Studio 3 Advanced = = Shaders = <gallery> File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> 2978cb854bcf6bdea0c233642c07ecb67edb5649 27 22 2010-01-19T06:33:58Z Admin 1 wikitext text/x-wiki = DAZ Studio 3 Advanced = = Shaders = <gallery> File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> = Textures/Addons = <gallery> File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 9bad27abacd45c5d2e43f20cb21597109a7063c2 41 27 2010-01-19T07:08:37Z Admin 1 wikitext text/x-wiki = DAZ Studio 3 Advanced = = Shaders = <gallery> File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> = Scripts = <gallery> File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> = Textures/Addons = <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 7978e193ea6e00b2da552cc238577f7107d49637 49 41 2010-01-19T07:20:16Z Admin 1 /* Scripts */ wikitext text/x-wiki = DAZ Studio 3 Advanced = = Shaders = <gallery> File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> = Scripts = <gallery> File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> = Textures/Addons = <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> bec3393bb886913eacd95861a6f716cf76fe343f File:UEhdri1 pp01 lo.jpg 6 12 24 2010-01-19T06:29:41Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UEhdri1 pp02 lo.jpg 6 13 25 2010-01-19T06:30:15Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberEnvironmentHdriPack1 0 14 26 2010-01-19T06:31:55Z Admin 1 Created page with '[[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6787]] [[File:UEhdri1_pp01_lo.jpg|link=http://www.daz3d.com/i.x/shop/itemdet…' wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6787]] [[File:UEhdri1_pp01_lo.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6787]] Diffuse HDRI 6 pack for the UberEnvironment light shader to expand the your IBL possibilities. = Features = * 6 HDRI Diffuse Textures: ** Candlelight ** Cornell Box ** Dawn ** Full Moon ** Soft Box ** Studio * All textures include a preset and are included in 3 formats: ** hdr ** jpg ** tif (3Delight 'tdlmake' format) ** Each are latitude/longitude style environment maps that have been convolved for diffuse lighting. (128X64) [[File:UEhdri1_pp02_lo.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6787]] 9aa23a94dd5957edd36b1751c46d2d019cd798a8 File:HumanSurface ep1 fab6 med.jpg 6 15 28 2010-01-19T06:42:13Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface ep1 fab5 med.jpg 6 16 29 2010-01-19T06:42:25Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface ep1 fab4 med.jpg 6 17 30 2010-01-19T06:42:36Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface ep1 fab3 med.jpg 6 18 31 2010-01-19T06:42:47Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface ep1 leather med.jpg 6 19 32 2010-01-19T06:45:08Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface ep1 car med.jpg 6 20 33 2010-01-19T06:45:22Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 HumanSurfaceExpansionPack1 0 21 34 2010-01-19T06:49:36Z Admin 1 Created page with '[[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7422]] Realize the full potential of the DAZ Studio Elite Human Surface Sha…' wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7422]] Realize the full potential of the DAZ Studio Elite Human Surface Shader with presets that unlock its versatility and power. Quickly achieve looks as diverse as stunning car paint and supple leather. Includes tilable textures. See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7422 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7422 Artzone Wiki] for more information. <gallery> File:HumanSurface_ep1_car_med.jpg File:HumanSurface_ep1_leather_med.jpg File:HumanSurface_ep1_fab3_med.jpg File:HumanSurface_ep1_fab4_med.jpg File:HumanSurface_ep1_fab5_med.jpg File:HumanSurface_ep1_fab6_med.jpg </gallery> 8315110fcf405f98ab163270c066bb0754408e19 ReLight 0 22 35 2010-01-19T06:58:10Z Admin 1 Created page with '__TOC__ [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5523]] [[File:UberPointBanner.jpg|link=http://www.daz3d.com/i.x/sho…' wikitext text/x-wiki __TOC__ [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5523]] [[File:UberPointBanner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5523]] ReLight Multipass Rendering Script for DAZ|Studio = Product Description = ReLight is a DAZ|Studio script written to allow for re-lighting of a render through the use of multipass rendering in combination with 2D compositing (like Photoshop). ReLight allows for the automated creation of Diffuse, Specular passes on a scene or per-light basis, as well as Ambient color output into individual images. This allows the user to render each light as a separate image, and then add all lights together in 2D, providing interactive control of light intensities and colors. The dialing of light colors and intensities as post process eliminates the need for numerous time consuming render iterations in balancing lights. It also allows you to paint and edit in new and powerful ways. = Features = * Specular shading component output * Diffuse shading component output * Ambient shading component output * Specular and Diffuse output can be created per light * User definable output image type, name, and path * Update of DAZ|Studio UI to indicate current pass output * Documentation ** Informative Tool tips and help ** Instructional demo videos Using ReLight *** Assembling the rendered output in Photoshop *** Tips and tricks = User Guide = !! Installation {img src="img/wiki_up/ReLight_v01.jpg" imalign="left" hspace="10"} You can find new icons for loading this product in the following DAZ|Studio content directories: * Scripts/Utilities == The Interface == {img src="img/wiki_up/reLight_PP02_med.jpg" imalign="right" hspace="10"} The ReLight interface can be launched by double clicking the ''__ReLight_v01__'' icon. The interface provides the following options: * "Layer Per Light"--Create images for each light in the scene. * "Diffuse"--Create a separate render image containing only Diffuse information. * "Specular"--Create a separate render image containing only Specular information. * "Ambient"--Create a separate render image containing only Ambient information. * "Render To:"--Destination path or directory for rendered images. * "Base Name"--All rendered image names will start with this base name; pass name as a suffix. * "Image Type"--The file type of all rendered pass images. Check the output passes that you would like to generate as well as the destination path, base name, and file type and then render away! In order to recombine the output images, they should be assembled in photoshop in the following way: * All Layers should be combined in to a single PSD * All layers should use a layer blend mode of "screen" (addative) * Order of the layers does not matter This product has been tested against a number of shaders but sucessful results cannot be guaranteed when using custom or 3rd party shaders. Developers should see the note below. == Instructional Videos == {{#ev:youtube|5_zYDVVKLGM}} {{#ev:youtube|zKG676b9ZY0}} {{#ev:youtube|W1WEHOczkyI}} == Tips and Tricks == * Adobe ImageReady can be used to import the render passes as frames (File>Import>Folder as Frames) and it will load all the images as layers into one image which can then be exported out as a photoshop (PSD) document. Once in PS, just set the layer type to "Screen" and start playing. Keep in mind you would not want to put multiple scenes in the same render folder as this method pulls all of the images in the folder into the ImageReady document. * If you are changing only a single light, turn off the other lights and rerender only the lights/passes you need. * Render with white lights near full intensity. Intensity and color can later be controlled in PS. * Take care to render so that there is no clipping or "hot spots" in any of your layers. These artifacts will not allow you to make flexible adjustments to the layer in PS. * In Photoshop, use a mask on light layers to create shadows or paint out unwanted light. * Using an ambient render, it is posible to hand paint quick "Ambient Occlusion" and "Subsurface Scattering" fakes without the painful render times. * When dealing with transparency, render with a black background and then in Photoshop you will need to remove the matting of each layer with Layer->Matting->Remove Black Matte. After all compositing is done the matte will need to be re-applied to the flattened image. * Using Photoshop to do compositing has its limitations and challenges. It may be difficult or impossible in certain circumstances to re-assembling all layers to match a single pass render version of the same. Complex compositing topics such as un-premultiplication/premultiplication of images against their alpha channels is not covered here and further reading is recommended. == Developer Notes == This script relies on Property Names in order to properly generate render passes. Here is a list of supported Material names: * "Diffuse Strength", "Specular Strength", "Specularity Strength", "Ambient Strength", "Reflection Strength", "Velvet Channel", "Human Skin SSS Channel". The script assumes all lights will have an "Illumination" Property. All other development questions can be directed to info@micahhenrie.com. {img src="img/wiki_up/reLightBanner.jpg" link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5523} = Updates = * __June2009__ - When outputting a ''Layer per Light'', the light Label will be used rather than the name. This update only available in the updater for DAZStudio 3. 84839a08bdd6ddb9d9d21843886703b6b769c7bd 39 35 2010-01-19T07:04:49Z Admin 1 wikitext text/x-wiki __TOC__ [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5523]] [[File:ReLightBanner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5523]] ReLight Multipass Rendering Script for DAZ|Studio = Product Description = ReLight is a DAZ|Studio script written to allow for re-lighting of a render through the use of multipass rendering in combination with 2D compositing (like Photoshop). ReLight allows for the automated creation of Diffuse, Specular passes on a scene or per-light basis, as well as Ambient color output into individual images. This allows the user to render each light as a separate image, and then add all lights together in 2D, providing interactive control of light intensities and colors. The dialing of light colors and intensities as post process eliminates the need for numerous time consuming render iterations in balancing lights. It also allows you to paint and edit in new and powerful ways. = Features = * Specular shading component output * Diffuse shading component output * Ambient shading component output * Specular and Diffuse output can be created per light * User definable output image type, name, and path * Update of DAZ|Studio UI to indicate current pass output * Documentation ** Informative Tool tips and help ** Instructional demo videos Using ReLight *** Assembling the rendered output in Photoshop *** Tips and tricks = User Guide = == Installation == [[File:ReLight_v01.jpg]] You can find new icons for loading this product in the following DAZ|Studio content directories: * Scripts/Utilities == The Interface == [[File:ReLight_PP02_med.jpg|right]] The ReLight interface can be launched by double clicking the '''ReLight_v01''' icon. The interface provides the following options: * "Layer Per Light"--Create images for each light in the scene. * "Diffuse"--Create a separate render image containing only Diffuse information. * "Specular"--Create a separate render image containing only Specular information. * "Ambient"--Create a separate render image containing only Ambient information. * "Render To:"--Destination path or directory for rendered images. * "Base Name"--All rendered image names will start with this base name; pass name as a suffix. * "Image Type"--The file type of all rendered pass images. Check the output passes that you would like to generate as well as the destination path, base name, and file type and then render away! In order to recombine the output images, they should be assembled in photoshop in the following way: * All Layers should be combined in to a single PSD * All layers should use a layer blend mode of "screen" (addative) * Order of the layers does not matter This product has been tested against a number of shaders but sucessful results cannot be guaranteed when using custom or 3rd party shaders. Developers should see the note below. == Instructional Videos == {{#ev:youtube|5_zYDVVKLGM}} {{#ev:youtube|zKG676b9ZY0}} {{#ev:youtube|W1WEHOczkyI}} == Tips and Tricks == * Adobe ImageReady can be used to import the render passes as frames (File>Import>Folder as Frames) and it will load all the images as layers into one image which can then be exported out as a photoshop (PSD) document. Once in PS, just set the layer type to "Screen" and start playing. Keep in mind you would not want to put multiple scenes in the same render folder as this method pulls all of the images in the folder into the ImageReady document. * If you are changing only a single light, turn off the other lights and rerender only the lights/passes you need. * Render with white lights near full intensity. Intensity and color can later be controlled in PS. * Take care to render so that there is no clipping or "hot spots" in any of your layers. These artifacts will not allow you to make flexible adjustments to the layer in PS. * In Photoshop, use a mask on light layers to create shadows or paint out unwanted light. * Using an ambient render, it is posible to hand paint quick "Ambient Occlusion" and "Subsurface Scattering" fakes without the painful render times. * When dealing with transparency, render with a black background and then in Photoshop you will need to remove the matting of each layer with Layer->Matting->Remove Black Matte. After all compositing is done the matte will need to be re-applied to the flattened image. * Using Photoshop to do compositing has its limitations and challenges. It may be difficult or impossible in certain circumstances to re-assembling all layers to match a single pass render version of the same. Complex compositing topics such as un-premultiplication/premultiplication of images against their alpha channels is not covered here and further reading is recommended. == Developer Notes == This script relies on Property Names in order to properly generate render passes. Here is a list of supported Material names: * "Diffuse Strength", "Specular Strength", "Specularity Strength", "Ambient Strength", "Reflection Strength", "Velvet Channel", "Human Skin SSS Channel". The script assumes all lights will have an "Illumination" Property. All other development questions can be directed to info@omnifreaker.com. = Updates = * '''June2009''' - When outputting a ''Layer per Light'', the light Label will be used rather than the name. This update only available in the updater for DAZStudio 3. ccc38ff369719f0e373d60adb8545587b6743061 File:ReLight v01.jpg 6 23 36 2010-01-19T06:59:19Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:ReLight PP02 med.jpg 6 24 37 2010-01-19T06:59:36Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:ReLightBanner.jpg 6 25 38 2010-01-19T06:59:51Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:ReLight PP01 lo.jpg 6 26 40 2010-01-19T07:08:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT pp actions hi.jpg 6 27 42 2010-01-19T07:12:09Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT doc preset.jpg 6 28 43 2010-01-19T07:12:28Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT banner.jpg 6 29 44 2010-01-19T07:12:41Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT pp v4 hi.jpg 6 30 45 2010-01-19T07:12:57Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT pp v4 comp hi.jpg 6 31 46 2010-01-19T07:15:28Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT pp options hi.jpg 6 32 47 2010-01-19T07:15:43Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT pp main lo.jpg 6 33 48 2010-01-19T07:19:34Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT ui menu.jpg 6 34 50 2010-01-19T07:24:11Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT ui options.jpg 6 35 51 2010-01-19T07:26:09Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RT ui content.jpg 6 36 52 2010-01-19T07:27:52Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 RenderThrottle 0 37 53 2010-01-19T07:29:33Z Admin 1 Created page with '[[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8263]] [[File:RT_banner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-…' wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8263]] [[File:RT_banner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8263]] RenderThrottle is a render optimization preset manager add-on for Daz Studio. Using RenderThrottle will most always render images faster than using the default DazStudio ''Render Settings'' with comparable results when using the ''Hi'' preset and can be as much as '''twice as fast'''. This speed boost is achievable by giving you access to critical 3Delight parameters that are otherwise __not available in the DazStudio interface__. The other presets allow you to quickly and easily render with test and preview images that can be __multiple times faster__ that using the ''Render Settings'' alone. RenderThrottle also provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. == User Guide== === Installation=== DazStudio will need to be re-started after running the installer in order to properly install the items in the Render Action Menu as described below. After Installation, the RenderThrottle scripts can be run identically in two different ways. The Render Action Menu can be used, or the scripts can be run from the content browser as described below. === Render Action menu=== [[File:RT_ui_menu.jpg]] The following options are available in the main ''Render'' menu. ;RenderThrottle...:Launches the UI. ;RenderThrottle Last:Render using the quality setting that was last used. If you last rendered with ''Med'' quality, ''Med'' quality will be used. ;RenderThrottle Hi:Render using the ''Hi'' preset. ;RenderThrottle Med:Render using the ''Med'' preset. ;RenderThrottle Lo:Render using the ''Lo'' preset. ;RenderThrottle XLo:Render using the ''XLo'' preset. ===Content Browser=== The same functionality found in the ''Render Action Menu'' can be found in the ''Content Browser'' if you prefer to work this way. The same options apply: ;!RenderThrottle Options:Launches the UI. ;!RenderThrottle Last:Render using the quality setting that was last used. If you last rendered with ''Med'' quality, ''Med'' quality will be used. ;RenderThrottle Hi:Render using the ''Hi'' preset. ;RenderThrottle Med:Render using the ''Med'' preset. ;RenderThrottle Lo:Render using the ''Lo'' preset. ;RenderThrottle XLo:Render using the ''XLo'' preset. [[File:RT_ui_content.jpg]] ===User Interface=== The RenderThrottle exposes some of the key options found in the Render Setting pane in DazStudio. You will still use the ''Render Settings'' to determine final pixel dimensions. In order to give your presets maximum flexibility, the RenderThrottle presets will only store a __Resolution Multiplier__ which allows you to easily render images at 1/2, 1/4, etc of their original size. [[File:RT_ui_options.jpg]] ====Globals==== The global controls provide an interface to set presets for options typically found in the ''Render Settings'' dialog. If this section is checked "off", the preset will not affect global settings. ;Resolution Multiplier: A multiplier of the resolution as set in the ''Render Settings'' dialog. The final pixel dimensions that will be rendered are displayed above the slider. This allows you to easily do 1/2, 1/4 etc resolution renders. ;Pixel Samples: This is a preset for __Pixel Samples__ as set in the ''Render Settings'' dialog. ;Shadow Samples: This is a preset for __Shadow Samples__ as set in the ''Render Settings'' dialog. ;Shading Rate: This is a preset for __Shading Rate__. Currently, __Shading Rate__ can only be accessed through the use of RenderThrottle and is a key quality vs speed control used by 3Delight. See the ''Technical Info'' section below for more info. ====UberEnvironment==== Use RenderThrottle to also control quality settings for the UberEnvironment IBL light shader. See the UberEnvironment page for more details on these controls. ====Creating Presets==== Sane defaults are provided based on years of rendering experience for film and broadcast--this gets you rendering efficiently without having to read painful renderer documentation. Customized presets can be restored to the defaults at any time. To create a preset: # Launch the RenderThrottle Options interface. # Select the preset you would like to edit from the top dropdown menu # Make changes to parameters as you like # The preset will be saved after hitting '''Render''' ===Render Performance=== Render performance will vary greatly based on what is in your scene (lights/geometry/shaders/etc). Using RenderThrottle will most always render images faster with comparable results when using the ''Hi'' preset. The other presets allow you to quickly and easily render with test and preview images that can be __multiple times faster__ that using the ''Render Settings'' alone. ===Sharing Presets=== Presets are written as text files and can be found in this directory under the DS installation: resources\omRenderThrottle You will see files like: Hi.txt Med.txt Lo.txt XLo.txt [[File:RT_doc_preset.jpg]] These files can be easily shared as a means to pass around presets. ==Technical Info== RenderThrottle exposes a key render vs. quality control for 3Delight--__''shading rate''__. Unfortuantely, DazStudio uses a very low (un-changeable) default value of __0.2__ leading to longer than needed render times. The [http://www.3delight.com/en/uploads/docs/3delight/3delight_57.html#SEC143|3Delight docs] state: '''Test renders should specify "ShadingRate 4" or more. Final renders should use "ShadingRate 1". Smaller shading rates are rarely needed and are often used by shaders that produce high frequencies''' More information on ''shading rate'' can be found in the [http://books.google.com/books?id=6_4VaJiOx7EC&pg=PA146&lpg=PA146&dq=%22shading+rate%22&source=web&ots=cpZrTRLIJ8&sig=CaylBTyy_rEeQL_DwsoM59RNOHc&hl=en&sa=X&oi=book_result&resnum=10&ct=result#PPA146,M1|Advanced Renderman] book, or in the 3Delight docs. ===Version Info === RenderThrottle should be compatible with DazStudio versions 2.2.2.20 and above. 8d3895aa8e40606432becdaa1b468a4958222027 ReLight 0 22 54 39 2010-01-19T07:31:55Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5523]] [[File:ReLightBanner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5523]] ReLight Multipass Rendering Script for DAZ|Studio = Product Description = ReLight is a DAZ|Studio script written to allow for re-lighting of a render through the use of multipass rendering in combination with 2D compositing (like Photoshop). ReLight allows for the automated creation of Diffuse, Specular passes on a scene or per-light basis, as well as Ambient color output into individual images. This allows the user to render each light as a separate image, and then add all lights together in 2D, providing interactive control of light intensities and colors. The dialing of light colors and intensities as post process eliminates the need for numerous time consuming render iterations in balancing lights. It also allows you to paint and edit in new and powerful ways. = Features = * Specular shading component output * Diffuse shading component output * Ambient shading component output * Specular and Diffuse output can be created per light * User definable output image type, name, and path * Update of DAZ|Studio UI to indicate current pass output * Documentation ** Informative Tool tips and help ** Instructional demo videos Using ReLight *** Assembling the rendered output in Photoshop *** Tips and tricks = User Guide = == Installation == [[File:ReLight_v01.jpg]] You can find new icons for loading this product in the following DAZ|Studio content directories: * Scripts/Utilities == The Interface == [[File:ReLight_PP02_med.jpg|right]] The ReLight interface can be launched by double clicking the '''ReLight_v01''' icon. The interface provides the following options: * "Layer Per Light"--Create images for each light in the scene. * "Diffuse"--Create a separate render image containing only Diffuse information. * "Specular"--Create a separate render image containing only Specular information. * "Ambient"--Create a separate render image containing only Ambient information. * "Render To:"--Destination path or directory for rendered images. * "Base Name"--All rendered image names will start with this base name; pass name as a suffix. * "Image Type"--The file type of all rendered pass images. Check the output passes that you would like to generate as well as the destination path, base name, and file type and then render away! In order to recombine the output images, they should be assembled in photoshop in the following way: * All Layers should be combined in to a single PSD * All layers should use a layer blend mode of "screen" (addative) * Order of the layers does not matter This product has been tested against a number of shaders but sucessful results cannot be guaranteed when using custom or 3rd party shaders. Developers should see the note below. == Instructional Videos == {{#ev:youtube|5_zYDVVKLGM}} {{#ev:youtube|zKG676b9ZY0}} {{#ev:youtube|W1WEHOczkyI}} == Tips and Tricks == * Adobe ImageReady can be used to import the render passes as frames (File>Import>Folder as Frames) and it will load all the images as layers into one image which can then be exported out as a photoshop (PSD) document. Once in PS, just set the layer type to "Screen" and start playing. Keep in mind you would not want to put multiple scenes in the same render folder as this method pulls all of the images in the folder into the ImageReady document. * If you are changing only a single light, turn off the other lights and rerender only the lights/passes you need. * Render with white lights near full intensity. Intensity and color can later be controlled in PS. * Take care to render so that there is no clipping or "hot spots" in any of your layers. These artifacts will not allow you to make flexible adjustments to the layer in PS. * In Photoshop, use a mask on light layers to create shadows or paint out unwanted light. * Using an ambient render, it is posible to hand paint quick "Ambient Occlusion" and "Subsurface Scattering" fakes without the painful render times. * When dealing with transparency, render with a black background and then in Photoshop you will need to remove the matting of each layer with Layer->Matting->Remove Black Matte. After all compositing is done the matte will need to be re-applied to the flattened image. * Using Photoshop to do compositing has its limitations and challenges. It may be difficult or impossible in certain circumstances to re-assembling all layers to match a single pass render version of the same. Complex compositing topics such as un-premultiplication/premultiplication of images against their alpha channels is not covered here and further reading is recommended. == Developer Notes == This script relies on Property Names in order to properly generate render passes. Here is a list of supported Material names: * "Diffuse Strength", "Specular Strength", "Specularity Strength", "Ambient Strength", "Reflection Strength", "Velvet Channel", "Human Skin SSS Channel". The script assumes all lights will have an "Illumination" Property. All other development questions can be directed to info@omnifreaker.com. = Updates = * '''June2009''' - When outputting a ''Layer per Light'', the light Label will be used rather than the name. This update only available in the updater for DAZStudio 3. bfb4b5a4afd371edcdfbae2db8a4fd8246ce2026 File:SG banner.jpg 6 38 55 2010-01-19T07:32:42Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:SG ui01.jpg 6 39 56 2010-01-19T07:33:39Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment ui.jpg 6 40 57 2010-01-19T07:34:43Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 SkyGen 0 41 58 2010-01-19T07:35:39Z Admin 1 Created page with '[[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8769]] [[File:SG_banner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-…' wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8769]] [[File:SG_banner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8769]] SkyGen is a skymap generator tool to be used with DazStudio to create HDR latitude/longitude maps for use in IBL and reflection mapping. SkyGen is not a set of preset sky maps but rather a tool to let you create a sky with an interactive interface. Place your sun based on time and location and given ''"haze"''--The possibilities are limitless. SkyGen is intended to be used with UberEnvironment light shader to provide image based lighting. The generated maps can also be used with HumanSurface as reflection maps. ==User Guide== ===Installation=== After installation, you will find SkyGen in the DAZ Studio 'Scripts' folder. In order to launch SkyGen, simply double-click on the icon. ===User Interface=== [[File:SG_ui01.jpg]] Procedurally create a skymap that represents the sun’s position based on Location and Time. Change the Location, Time, Month and Haze values to see the preview image instantly update. ;Location: Location you are viewing the sun from. Options are: Los Angeles, New York, London, Paris, Moscow, Tokyo, Sydney, and Rio de Janeiro. ;Time: Time of day; 18 = 6pm. ;Month: The Month of the year. ;Haze: Haziness or turbidity; A value 0 for a clear day, 10 will give a very hazy skylight. ===Saving files=== Once you are happy with the preview image, click the '''Save...''' button. You will then be presented with a file dialog where can can specify the file save location. ===Using the image with UberEnvironment=== Once you have saved out your skymap .tif file from SkyGen, you can then use it to create IBL effects in UberEnvironment. Simply use the map as a __Color__ map in UberEnvironment. [[File:UberEnvironment_ui.jpg]] ===Technical Info=== SkyGen uses the 3Delight tdlmake to create an image optimized for the 3Delight renderer. Although the generated image has a __.tif__ extension, it is really in the __tdl__ format. This format is a 32bit image and can be viewed in some editors like Photoshop CS3+. ===Version Info === SkyGen should be compatible with DazStudio versions 2.3.3.131 and above. ==Updates== * '''June2009''' - Added the ability to save out jpgs as well as tifs. Only available in the DAZStudio 3 updater. 5c72bf7c063c9ed790c2888a91e3392d0b03b381 File:SkyGen pp ui med.jpg 6 42 59 2010-01-19T07:37:00Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:SkyGen pp ui lo.jpg 6 43 60 2010-01-19T07:37:23Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Products 0 11 61 49 2010-01-19T07:37:55Z Admin 1 /* Scripts */ wikitext text/x-wiki = DAZ Studio 3 Advanced = = Shaders = <gallery> File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> = Scripts = <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> = Textures/Addons = <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> f331b53aadce0f436632cc312e019422a1172ced 62 61 2010-01-19T07:38:33Z Admin 1 wikitext text/x-wiki == DAZ Studio 3 Advanced == == Shaders == <gallery> File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> d130117632896382d863359ed3023bde8f298843 65 62 2010-01-19T07:44:05Z Admin 1 wikitext text/x-wiki == DAZ Studio 3 Advanced == == Shaders == <gallery> File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> a10813f5061aebb3340dcac69eb6343be7ded681 84 65 2010-01-22T07:35:29Z Admin 1 /* Shaders */ wikitext text/x-wiki == DAZ Studio 3 Advanced == == Shaders == <gallery> File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> dbbb4edda7919ea07c305a216a54d1a74455a1af 93 84 2010-01-22T08:13:56Z Admin 1 /* Shaders */ wikitext text/x-wiki == DAZ Studio 3 Advanced == == Shaders == <gallery> File:HumanSurface_pp01_med.jpg|[[HumanSurface]] File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 2c612bcf992629fd1a14958dbdd2f539b2844610 File:UberSpot banner.jpg 6 44 63 2010-01-19T07:42:58Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSpot PP01 hi.jpg 6 45 64 2010-01-19T07:43:27Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberSpot 0 46 66 2010-01-19T07:45:58Z Admin 1 Created page with '[[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5699]] [[File:UberSpot_banner.jpg|link=http://www.daz3d.com/i.x/shop/itemdet…' wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5699]] [[File:UberSpot_banner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5699]] UberSpot light shader and textures for DAZ|Studio ==Product Description== UberSpot is a 3Delight light shader, texture maps, and custom interface allowing powerful and flexible lighting control in DAZ|Studio. The new light allows for high-end controls, allowing the user to place light where it is desired with the use of enhanced falloff controls, barndoors, and light gells (gobos). ==Features== [[File:UberSpot_PP01_hi.jpg|right]] * Enhanced falloff controls ** Cone Outside ** Cone Softness ** Falloff Active ** Falloff Start ** Falloff End * Texture support allows for light gell/gobo/slide projector effects. * Individual Left/Right/Top/Bottom Barndoor controls ** Barndoor Left Active ** Barndoor Left Angle ** Barndoor Left Softness ** Barndoor Right Active ** Barndoor Right Angle ** Barndoor Right Softness ** Barndoor Top Active ** Barndoor Top Angle ** Barndoor Top Softness ** Barndoor Bot Active ** Barndoor Bot Angle ** Barndoor Bot Softness * Shadow Controls ** Shadow Type ** Shadow Color ** Shadow Intensity ** samples ** Shadow Softness ** Shadow Bias * Included 9 Texture maps ** blinds01sharp.jpg ** blinds01soft.jpg ** fire01soft.jpg ** trees01sharp.jpg ** trees01soft.jpg ** trees02sharp.jpg ** trees02soft.jpg ** window01sharp.jpg ** window01soft.jpg ** blinds01sharp.jpg 4d2e807226de69746c875b5180f8e22df42a9f27 File:UberPointPP 02hi.jpg 6 47 67 2010-01-19T07:48:28Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberPoint 0 10 68 23 2010-01-19T07:48:50Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5812]] [[File:UberPointBanner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5812]] UberPoint light shader and textures for allowing powerful and flexible lighting control in DAZ|Studio = Product Description = UberPoint is a 3Delight light shader, texture maps, and custom interface allowing powerful and flexible lighting control in DAZ|Studio. The new point light allows for high-end controls, allowing the user to place light where it is desired with the use of enhanced falloff controls, raytraced soft shadows, and light gells (gobos). = Features = [[File:UberPointPP_02hi.jpg|right]] * Enhanced falloff controls ** Falloff Active ** Falloff Start ** Falloff End ** Falloff Decay * Texture support allows for light gell/gobo/slide projector effects. * Shadow Controls (Raytraced soft shadow support) ** Shadow Type ** Shadow Color ** Shadow Intensity ** samples ** Shadow Softness ** Shadow Bias * Included 4 Texture maps ** discoBall.jpg ** lavaLampBlue.jpg ** misty.jpg ** torch.jpg 5019159f1a89de9eab9417e25d7de6086ce3f58d File:UberEnvironment sg params.jpg 6 48 69 2010-01-19T07:58:20Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment pp01 lo.jpg 6 49 70 2010-01-19T07:59:01Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment pp04 med.jpg 6 50 71 2010-01-19T08:00:34Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberEnvironment 0 51 72 2010-01-19T08:03:57Z Admin 1 Created page with '{maketoc} {img src="img/wiki_up/buynow.jpg" align=right link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6337} UberEnvironment light shader and textures for allowing realis…' wikitext text/x-wiki {maketoc} {img src="img/wiki_up/buynow.jpg" align=right link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6337} UberEnvironment light shader and textures for allowing realistic lighting control in DAZStudio. ^Also see the UberEnvironmentFAQs page for frequently asked questions^ ==Product Description== {img src="img/wiki_up/uberEnvironment_pp01_lo.jpg" imalign=left hspace=20} UberEnvironment is a 3Delight light shader designed for Ambient and Environmental lighting effects through the use of AmbientOcclusion|ambient occlusion with optional bent normals, as well as [http://en.wikipedia.org/wiki/Image_based_lighting|Image Based Lighting|nocache] using [http://en.wikipedia.org/wiki/High_dynamic_range_imaging|HDRI|nocache] (Environment Maps). ===Features=== * Ambient Occlusion ** Occlusion Samples ** Shading Rate control ** Irradiance Max Error * Environment Mapping ** Bent Normal Support ** Saturation ** Contrast * Included 4 HDR convolved lat/long Environment Maps ** KHPark_EnvM.tif ** Kitchen_EnvM.tif ** LightDome_EnvM.tif ** Sunset_EnvM.tif * 5 Quality Presets for quick tuning of render time/image quality ** XLo ** Lo ** Med ** Hi ** XHi ===Parameters=== {img src="img/wiki_up/uberenvironment_sg_params.jpg" imalign=left hspace=10} || ::'''Parameter''':: | ::'''Description''':: Intensity| The intensity of the light Intensity Scale| Light intensity multiplier '''Map Controls''' Saturation| The saturation of the Color (Environment) Map. Contrast| The contrast of the Color (Environment) Map. '''Ray Tracing''' Ray trace|(On/Off) This turns on ray tracing, which is a slow but accurate way of calculating shading using ambient occlusion. Bent Normals| Do the Environment Map lookup using the ''bent normal''. This only applies when using a mapped light color. Occlusion Strength| The strength of the occlusion effect (The darkness of the shadows). Occlusion Color| The color of the occlusion effect (The color of the shadows). Occlusion Samples| The number of rays used in the occlusion calculation. Higher number = Higher quality = Slower renders. '''Advanced''' Shading Rate| This is the shading rate used only for occlusion. Higher number = Lower quality = Faster renders Max Error| The 3Delight Irradiance Max Error. Higher number = Lower quality = Faster renders Maximum Trace Distance|The maximum distance a ray will be allowed to travel and be considered in occlusion. Smaller numbers will produce finer detail occlusion.|| For further information on the Advanced controls, see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation|3Delight docs|nocache]. ==Using UberEnvironment== ===Ambient Occlusion Effects=== ^{img src="img/myicons/alert.png"} Ambient Occlusion uses ray tracing which can lead to long render times.^ {img src="img/wiki_up/uberEnvironment_pp02_lo.jpg" imalign=left} The UberEnvironment shader can be used to achieve ambient occlusion effects. This can be done by doing the following: # {img src="img/wiki_up/uber_environment_base.jpg" width=45 height=45} Add an UberEnvironment light to your scene. # By default, the light will be setup to render with Ambient Occlusion. # Do a test render. ===Image Based Lighting Effects=== UberEnvironment allows you to use a image map, or Environment Map as I will refer to it. This is an image file that describes light color and intensity based on direction. # Select one of the Environment Map presets (Sunset for example). # Turn ''raytracing'' off. If you are going for subtle ambient lighting, you may not need to take the hit for raytracing. # {img src="img/myicons/alert.png"} Rotating/Translating the light will not change the rendered image. Rotate the scene to get the desired placement of the Environment lighting. # If raytracing is necessary, turn it on and use the provided quality presets to optimize your render. ====The Included Environment Maps==== ||{img src="img/wiki_up/uberEnvironment_pp03map_med.jpg" imalign=left hspace=20}|Here are sample renders showing the '''4 included environment maps'''. The top two (''KHPark'' and ''Kitchen'') Are derived from HDR photos That I took. The bottom two were painted to get a specific effect.|| [[File:UberEnvironment_pp04_med.jpg|frame|'''Figure 3''']]This image shows the '''original HDRI''' before they were made into Environment Maps. You will notice that the Environments are very small and blurry but this is intentional as we are simulating diffuse lighting with these maps.|| ==Tips and Tricks== * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, turn off ''raytracing'' initially. When you are satisfied with your light placement after doing some test renders, turn raytracing back on for the full effect. ==Developer Notes== ===Creating Environment Maps=== In order to correctly create custom Environment Maps with UberEnvironment, the following must happen: * The map must be in Lat/Long (or latitude/longitude) format. * The source image can be in any tdlmake supported format; TIFF, JPEG, OpenEXR, HDR, etc. I use HDR. * For best results the source image should be ''convolved'' or spherically blurred in order to best simulate diffuse lighting. This can be done with a free application such as HDRShop. ('''Figure 3''' above shows the result of this process) * The 3Delight utility '''tdlmake''' must be run on the source image manually with the -envlatl option and output in .tif format in order to create an image that DazStudio can see, and that is optimized for 3Delight. For further information '''tdlmake''', see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation|3Delight docs|nocache]. The '''omHdrConverter''' is now freely available to make this process less painful. ed63cd9aa151791298d6070e2bf5009ce7c01ee1 76 72 2010-01-22T06:43:27Z Admin 1 wikitext text/x-wiki [[File:buynow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6337]] UberEnvironment light shader and textures for allowing realistic lighting control in DAZStudio. '''Also see the [[UberEnvironmentFAQs]] page for frequently asked questions''' ==Product Description== [[File:UberEnvironment_pp01_lo.jpg]] UberEnvironment is a 3Delight light shader designed for Ambient and Environmental lighting effects through the use of ambient occlusion with optional bent normals, as well as [http://en.wikipedia.org/wiki/Image_based_lighting Image Based Lighting] using [http://en.wikipedia.org/wiki/High_dynamic_range_imaging HDRI] (Environment Maps). ===Features=== * Ambient Occlusion ** Occlusion Samples ** Shading Rate control ** Irradiance Max Error * Environment Mapping ** Bent Normal Support ** Saturation ** Contrast * Included 4 HDR convolved lat/long Environment Maps ** KHPark_EnvM.tif ** Kitchen_EnvM.tif ** LightDome_EnvM.tif ** Sunset_EnvM.tif * 5 Quality Presets for quick tuning of render time/image quality ** XLo ** Lo ** Med ** Hi ** XHi ===Parameters=== [[Image:UberEnvironment_sg_params.jpg]] {| border="1" |+ The table's caption ! Column heading 1 !! Column heading 2 !! Column heading 3 |- ! Row heading 1 | Cell 2 || Cell 3 |- ! Row heading A |Cell B |Cell C |} {| class="wikitable" style="text-align:center" |+ Parameters |- | Intensity || The intensity of the light |- | Intensity Scale || Light intensity multiplier |} || ::'''Parameter''':: | ::'''Description''':: | Intensity || The intensity of the light |- | Intensity Scale || Light intensity multiplier '''Map Controls''' Saturation| The saturation of the Color (Environment) Map. Contrast| The contrast of the Color (Environment) Map. '''Ray Tracing''' Ray trace|(On/Off) This turns on ray tracing, which is a slow but accurate way of calculating shading using ambient occlusion. Bent Normals| Do the Environment Map lookup using the ''bent normal''. This only applies when using a mapped light color. Occlusion Strength| The strength of the occlusion effect (The darkness of the shadows). Occlusion Color| The color of the occlusion effect (The color of the shadows). Occlusion Samples| The number of rays used in the occlusion calculation. Higher number = Higher quality = Slower renders. '''Advanced''' Shading Rate| This is the shading rate used only for occlusion. Higher number = Lower quality = Faster renders Max Error| The 3Delight Irradiance Max Error. Higher number = Lower quality = Faster renders Maximum Trace Distance|The maximum distance a ray will be allowed to travel and be considered in occlusion. Smaller numbers will produce finer detail occlusion.|| For further information on the Advanced controls, see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation|3Delight docs]. ==Using UberEnvironment== ===Ambient Occlusion Effects=== ^{img src="img/myicons/alert.png"} Ambient Occlusion uses ray tracing which can lead to long render times.^ {img src="img/wiki_up/uberEnvironment_pp02_lo.jpg" imalign=left} The UberEnvironment shader can be used to achieve ambient occlusion effects. This can be done by doing the following: # {img src="img/wiki_up/uber_environment_base.jpg" width=45 height=45} Add an UberEnvironment light to your scene. # By default, the light will be setup to render with Ambient Occlusion. # Do a test render. ===Image Based Lighting Effects=== UberEnvironment allows you to use a image map, or Environment Map as I will refer to it. This is an image file that describes light color and intensity based on direction. # Select one of the Environment Map presets (Sunset for example). # Turn ''raytracing'' off. If you are going for subtle ambient lighting, you may not need to take the hit for raytracing. # {img src="img/myicons/alert.png"} Rotating/Translating the light will not change the rendered image. Rotate the scene to get the desired placement of the Environment lighting. # If raytracing is necessary, turn it on and use the provided quality presets to optimize your render. ====The Included Environment Maps==== ||{img src="img/wiki_up/uberEnvironment_pp03map_med.jpg" imalign=left hspace=20}|Here are sample renders showing the '''4 included environment maps'''. The top two (''KHPark'' and ''Kitchen'') Are derived from HDR photos That I took. The bottom two were painted to get a specific effect.|| [[File:UberEnvironment_pp04_med.jpg|frame|'''Figure 3''']]This image shows the '''original HDRI''' before they were made into Environment Maps. You will notice that the Environments are very small and blurry but this is intentional as we are simulating diffuse lighting with these maps.|| ==Tips and Tricks== * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, turn off ''raytracing'' initially. When you are satisfied with your light placement after doing some test renders, turn raytracing back on for the full effect. ==Developer Notes== ===Creating Environment Maps=== In order to correctly create custom Environment Maps with UberEnvironment, the following must happen: * The map must be in Lat/Long (or latitude/longitude) format. * The source image can be in any tdlmake supported format; TIFF, JPEG, OpenEXR, HDR, etc. I use HDR. * For best results the source image should be ''convolved'' or spherically blurred in order to best simulate diffuse lighting. This can be done with a free application such as HDRShop. ('''Figure 3''' above shows the result of this process) * The 3Delight utility '''tdlmake''' must be run on the source image manually with the -envlatl option and output in .tif format in order to create an image that DazStudio can see, and that is optimized for 3Delight. For further information '''tdlmake''', see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation|3Delight docs|nocache]. The '''omHdrConverter''' is now freely available to make this process less painful. 461a3c318cb33ac21a68593e728aa8681ab78dab 77 76 2010-01-22T07:05:08Z Admin 1 /* Parameters */ wikitext text/x-wiki [[File:buynow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6337]] UberEnvironment light shader and textures for allowing realistic lighting control in DAZStudio. '''Also see the [[UberEnvironmentFAQs]] page for frequently asked questions''' ==Product Description== [[File:UberEnvironment_pp01_lo.jpg]] UberEnvironment is a 3Delight light shader designed for Ambient and Environmental lighting effects through the use of ambient occlusion with optional bent normals, as well as [http://en.wikipedia.org/wiki/Image_based_lighting Image Based Lighting] using [http://en.wikipedia.org/wiki/High_dynamic_range_imaging HDRI] (Environment Maps). ===Features=== * Ambient Occlusion ** Occlusion Samples ** Shading Rate control ** Irradiance Max Error * Environment Mapping ** Bent Normal Support ** Saturation ** Contrast * Included 4 HDR convolved lat/long Environment Maps ** KHPark_EnvM.tif ** Kitchen_EnvM.tif ** LightDome_EnvM.tif ** Sunset_EnvM.tif * 5 Quality Presets for quick tuning of render time/image quality ** XLo ** Lo ** Med ** Hi ** XHi ===Parameters=== [[Image:UberEnvironment_sg_params.jpg|left]] {| border="1" ! Parameters !! Description |- ! Intensity | The intensity of the light |- ! Intensity Scale | Light intensity multiplier |- ! colspan=2 | Map Controls |- ! Saturation | The saturation of the Color (Environment) Map. |- ! Contrast | The contrast of the Color (Environment) Map. |- ! colspan=2 | Raytracing |- ! Ray trace | (On/Off) This turns on ray tracing, which is a slow but accurate way of calculating shading using ambient occlusion. |- ! Bent Normals | Do the Environment Map lookup using the ''bent normal''. This only applies when using a mapped light color. |- ! Occlusion Strength | The strength of the occlusion effect (The darkness of the shadows). |- ! Occlusion Color | The color of the occlusion effect (The color of the shadows). |- ! Occlusion Samples | The number of rays used in the occlusion calculation. Higher number = Higher quality = Slower renders. |- ! colspan=2 | Advanced |- ! Shading Rate | This is the shading rate used only for occlusion. Higher number = Lower quality = Faster renders |- ! Max Error | The 3Delight Irradiance Max Error. Higher number = Lower quality = Faster renders |- ! Maximum Trace Distance | The maximum distance a ray will be allowed to travel and be considered in occlusion. Smaller numbers will produce finer detail occlusion. |} For further information on the Advanced controls, see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation 3Delight docs]. ==Using UberEnvironment== ===Ambient Occlusion Effects=== ^{img src="img/myicons/alert.png"} Ambient Occlusion uses ray tracing which can lead to long render times.^ {img src="img/wiki_up/uberEnvironment_pp02_lo.jpg" imalign=left} The UberEnvironment shader can be used to achieve ambient occlusion effects. This can be done by doing the following: # {img src="img/wiki_up/uber_environment_base.jpg" width=45 height=45} Add an UberEnvironment light to your scene. # By default, the light will be setup to render with Ambient Occlusion. # Do a test render. ===Image Based Lighting Effects=== UberEnvironment allows you to use a image map, or Environment Map as I will refer to it. This is an image file that describes light color and intensity based on direction. # Select one of the Environment Map presets (Sunset for example). # Turn ''raytracing'' off. If you are going for subtle ambient lighting, you may not need to take the hit for raytracing. # {img src="img/myicons/alert.png"} Rotating/Translating the light will not change the rendered image. Rotate the scene to get the desired placement of the Environment lighting. # If raytracing is necessary, turn it on and use the provided quality presets to optimize your render. ====The Included Environment Maps==== ||{img src="img/wiki_up/uberEnvironment_pp03map_med.jpg" imalign=left hspace=20}|Here are sample renders showing the '''4 included environment maps'''. The top two (''KHPark'' and ''Kitchen'') Are derived from HDR photos That I took. The bottom two were painted to get a specific effect.|| [[File:UberEnvironment_pp04_med.jpg|frame|'''Figure 3''']]This image shows the '''original HDRI''' before they were made into Environment Maps. You will notice that the Environments are very small and blurry but this is intentional as we are simulating diffuse lighting with these maps.|| ==Tips and Tricks== * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, turn off ''raytracing'' initially. When you are satisfied with your light placement after doing some test renders, turn raytracing back on for the full effect. ==Developer Notes== ===Creating Environment Maps=== In order to correctly create custom Environment Maps with UberEnvironment, the following must happen: * The map must be in Lat/Long (or latitude/longitude) format. * The source image can be in any tdlmake supported format; TIFF, JPEG, OpenEXR, HDR, etc. I use HDR. * For best results the source image should be ''convolved'' or spherically blurred in order to best simulate diffuse lighting. This can be done with a free application such as HDRShop. ('''Figure 3''' above shows the result of this process) * The 3Delight utility '''tdlmake''' must be run on the source image manually with the -envlatl option and output in .tif format in order to create an image that DazStudio can see, and that is optimized for 3Delight. For further information '''tdlmake''', see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation|3Delight docs|nocache]. The '''omHdrConverter''' is now freely available to make this process less painful. d7d48b749c4c32f2ca70c84796adfc9c3502a254 78 77 2010-01-22T07:15:43Z Admin 1 /* Using UberEnvironment */ wikitext text/x-wiki [[File:buynow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6337]] UberEnvironment light shader and textures for allowing realistic lighting control in DAZStudio. '''Also see the [[UberEnvironmentFAQs]] page for frequently asked questions''' ==Product Description== [[File:UberEnvironment_pp01_lo.jpg]] UberEnvironment is a 3Delight light shader designed for Ambient and Environmental lighting effects through the use of ambient occlusion with optional bent normals, as well as [http://en.wikipedia.org/wiki/Image_based_lighting Image Based Lighting] using [http://en.wikipedia.org/wiki/High_dynamic_range_imaging HDRI] (Environment Maps). ===Features=== * Ambient Occlusion ** Occlusion Samples ** Shading Rate control ** Irradiance Max Error * Environment Mapping ** Bent Normal Support ** Saturation ** Contrast * Included 4 HDR convolved lat/long Environment Maps ** KHPark_EnvM.tif ** Kitchen_EnvM.tif ** LightDome_EnvM.tif ** Sunset_EnvM.tif * 5 Quality Presets for quick tuning of render time/image quality ** XLo ** Lo ** Med ** Hi ** XHi ===Parameters=== [[Image:UberEnvironment_sg_params.jpg|left]] {| border="1" ! Parameters !! Description |- ! Intensity | The intensity of the light |- ! Intensity Scale | Light intensity multiplier |- ! colspan=2 | Map Controls |- ! Saturation | The saturation of the Color (Environment) Map. |- ! Contrast | The contrast of the Color (Environment) Map. |- ! colspan=2 | Raytracing |- ! Ray trace | (On/Off) This turns on ray tracing, which is a slow but accurate way of calculating shading using ambient occlusion. |- ! Bent Normals | Do the Environment Map lookup using the ''bent normal''. This only applies when using a mapped light color. |- ! Occlusion Strength | The strength of the occlusion effect (The darkness of the shadows). |- ! Occlusion Color | The color of the occlusion effect (The color of the shadows). |- ! Occlusion Samples | The number of rays used in the occlusion calculation. Higher number = Higher quality = Slower renders. |- ! colspan=2 | Advanced |- ! Shading Rate | This is the shading rate used only for occlusion. Higher number = Lower quality = Faster renders |- ! Max Error | The 3Delight Irradiance Max Error. Higher number = Lower quality = Faster renders |- ! Maximum Trace Distance | The maximum distance a ray will be allowed to travel and be considered in occlusion. Smaller numbers will produce finer detail occlusion. |} For further information on the Advanced controls, see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation 3Delight docs]. ==Using UberEnvironment== ===Ambient Occlusion Effects=== [[Image:alert.png]] Ambient Occlusion uses ray tracing which can lead to long render times. [[Image:UberEnvironment_pp02_lo.jpg|left]] The UberEnvironment shader can be used to achieve ambient occlusion effects. This can be done by doing the following: # [[Image:UberEnvironment_base.jpg]] Add an UberEnvironment light to your scene. # By default, the light will be setup to render with Ambient Occlusion. # Do a test render. ===Image Based Lighting Effects=== UberEnvironment allows you to use a image map, or Environment Map as I will refer to it. This is an image file that describes light color and intensity based on direction. # Select one of the Environment Map presets (Sunset for example). # Turn ''raytracing'' off. If you are going for subtle ambient lighting, you may not need to take the hit for raytracing. # [[Image:alert.png]] Rotating/Translating the light will not change the rendered image. Rotate the scene to get the desired placement of the Environment lighting. # If raytracing is necessary, turn it on and use the provided quality presets to optimize your render. ====The Included Environment Maps==== {| |[[Image:UberEnvironment_pp03map_med.jpg]] |Here are sample renders showing the '''4 included environment maps'''. The top two (''KHPark'' and ''Kitchen'') Are derived from HDR photos That I took. The bottom two were painted to get a specific effect. [[File:UberEnvironment_pp04_med.jpg|frame|'''Figure 3''']]This image shows the '''original HDRI''' before they were made into Environment Maps. You will notice that the Environments are very small and blurry but this is intentional as we are simulating diffuse lighting with these maps.|| ==Tips and Tricks== * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, turn off ''raytracing'' initially. When you are satisfied with your light placement after doing some test renders, turn raytracing back on for the full effect. ==Developer Notes== ===Creating Environment Maps=== In order to correctly create custom Environment Maps with UberEnvironment, the following must happen: * The map must be in Lat/Long (or latitude/longitude) format. * The source image can be in any tdlmake supported format; TIFF, JPEG, OpenEXR, HDR, etc. I use HDR. * For best results the source image should be ''convolved'' or spherically blurred in order to best simulate diffuse lighting. This can be done with a free application such as HDRShop. ('''Figure 3''' above shows the result of this process) * The 3Delight utility '''tdlmake''' must be run on the source image manually with the -envlatl option and output in .tif format in order to create an image that DazStudio can see, and that is optimized for 3Delight. For further information '''tdlmake''', see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation|3Delight docs|nocache]. The '''omHdrConverter''' is now freely available to make this process less painful. 912d1fa056a8ccd10490d551eab5c3eec0c29ed2 83 78 2010-01-22T07:34:41Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6337]] UberEnvironment light shader and textures for allowing realistic lighting control in DAZStudio. '''Also see the [[UberEnvironmentFAQs]] page for frequently asked questions''' ==Product Description== [[File:UberEnvironment_pp01_lo.jpg]] UberEnvironment is a 3Delight light shader designed for Ambient and Environmental lighting effects through the use of ambient occlusion with optional bent normals, as well as [http://en.wikipedia.org/wiki/Image_based_lighting Image Based Lighting] using [http://en.wikipedia.org/wiki/High_dynamic_range_imaging HDRI] (Environment Maps). ===Features=== * Ambient Occlusion ** Occlusion Samples ** Shading Rate control ** Irradiance Max Error * Environment Mapping ** Bent Normal Support ** Saturation ** Contrast * Included 4 HDR convolved lat/long Environment Maps ** KHPark_EnvM.tif ** Kitchen_EnvM.tif ** LightDome_EnvM.tif ** Sunset_EnvM.tif * 5 Quality Presets for quick tuning of render time/image quality ** XLo ** Lo ** Med ** Hi ** XHi ===Parameters=== [[Image:UberEnvironment_sg_params.jpg|left]] {| border="1" ! Parameters !! Description |- ! Intensity | The intensity of the light |- ! Intensity Scale | Light intensity multiplier |- ! colspan=2 | Map Controls |- ! Saturation | The saturation of the Color (Environment) Map. |- ! Contrast | The contrast of the Color (Environment) Map. |- ! colspan=2 | Raytracing |- ! Ray trace | (On/Off) This turns on ray tracing, which is a slow but accurate way of calculating shading using ambient occlusion. |- ! Bent Normals | Do the Environment Map lookup using the ''bent normal''. This only applies when using a mapped light color. |- ! Occlusion Strength | The strength of the occlusion effect (The darkness of the shadows). |- ! Occlusion Color | The color of the occlusion effect (The color of the shadows). |- ! Occlusion Samples | The number of rays used in the occlusion calculation. Higher number = Higher quality = Slower renders. |- ! colspan=2 | Advanced |- ! Shading Rate | This is the shading rate used only for occlusion. Higher number = Lower quality = Faster renders |- ! Max Error | The 3Delight Irradiance Max Error. Higher number = Lower quality = Faster renders |- ! Maximum Trace Distance | The maximum distance a ray will be allowed to travel and be considered in occlusion. Smaller numbers will produce finer detail occlusion. |} For further information on the Advanced controls, see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation 3Delight docs]. ==Using UberEnvironment== ===Ambient Occlusion Effects=== [[Image:alert.png]] Ambient Occlusion uses ray tracing which can lead to long render times. [[Image:UberEnvironment_pp02_lo.jpg|frame| An ambient occlusion render]] The UberEnvironment shader can be used to achieve ambient occlusion effects. This can be done by doing the following: # Add an UberEnvironment light to your scene. # By default, the light will be setup to render with Ambient Occlusion. # Do a test render. ===Image Based Lighting Effects=== UberEnvironment allows you to use a image map, or Environment Map as I will refer to it. This is an image file that describes light color and intensity based on direction. # Select one of the Environment Map presets (Sunset for example). # Turn ''raytracing'' off. If you are going for subtle ambient lighting, you may not need to take the hit for raytracing. # [[Image:alert.png]] Rotating/Translating the light will not change the rendered image. Rotate the scene to get the desired placement of the Environment lighting. # If raytracing is necessary, turn it on and use the provided quality presets to optimize your render. ====The Included Environment Maps==== [[Image:UberEnvironment_pp03map_med.jpg|frame|'''Figure 2''' Sample renders showing the '''4 included environment maps'''. The top two (''KHPark'' and ''Kitchen'') Are derived from HDR photos That I took. The bottom two were painted to get a specific effect.]] [[File:UberEnvironment_pp04_med.jpg|frame|'''Figure 3''']] '''Figure 3''' shows the '''original HDRI''' before they were made into Environment Maps. You will notice that the Environments are very small and blurry but this is intentional as we are simulating diffuse lighting with these maps. ==Tips and Tricks== * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, turn off ''raytracing'' initially. When you are satisfied with your light placement after doing some test renders, turn raytracing back on for the full effect. ==Developer Notes== ===Creating Environment Maps=== In order to correctly create custom Environment Maps with UberEnvironment, the following must happen: * The map must be in Lat/Long (or latitude/longitude) format. * The source image can be in any tdlmake supported format; TIFF, JPEG, OpenEXR, HDR, etc. I use HDR. * For best results the source image should be ''convolved'' or spherically blurred in order to best simulate diffuse lighting. This can be done with a free application such as HDRShop. ('''Figure 3''' above shows the result of this process) * The 3Delight utility '''tdlmake''' must be run on the source image manually with the -envlatl option and output in .tif format in order to create an image that DazStudio can see, and that is optimized for 3Delight. For further information '''tdlmake''', see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation 3Delight docs ]. The '''omHdrConverter''' is now freely available to make this process less painful. 375c26e236399373ab481fd7065fdaf56fe5af76 MediaWiki:Mainpage 8 52 73 2010-01-22T05:40:03Z Admin 1 Created page with 'Main' wikitext text/x-wiki Main 62bce9422ff2d14f69ab80a154510232fc8a9afd 74 73 2010-01-22T05:40:18Z Admin 1 wikitext text/x-wiki Home 70f8bb9a8a5393ef080507a89e4b98d139000d65 75 74 2010-01-22T05:41:55Z Admin 1 wikitext text/x-wiki News 34c808d0a63f277e04fb23a5f76cc83d0a3e024b File:Alert.png 6 53 79 2010-01-22T07:15:58Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment base.jpg 6 54 80 2010-01-22T07:16:43Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment pp02 lo.jpg 6 55 81 2010-01-22T07:17:19Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment pp03map med.jpg 6 56 82 2010-01-22T07:17:57Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 HumanSurface 0 57 85 2010-01-22T07:59:54Z Admin 1 Created page with '[[Image:buynow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] Next Generation surface shader for ((DAZStudio)) providing HDRI reflection support, Subsurf…' wikitext text/x-wiki [[Image:buynow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] Next Generation surface shader for ((DAZStudio)) providing HDRI reflection support, Subsurface Scatterings, translucency and more. == Product Description== See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. [[Image:HumanSurface_pp01_med.jpg]] == User Guide== === Tiling=== HumanSurface supports tiling textures via the __Tiling__ parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. [[HumanSurface_ui_tiling.jpg]] {| |Tiling 1 1 || Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Opacity=== [[HumanSurface_ui_opacity.jpg]] === Specular=== [[HumanSurface_ui_specular.jpg]] ==== Glossiness==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. || ::__DAZ Studio Default__:: | ::__HumanSurface__:: [[Image:HumanSurface_glossy_dz_p50.jpg]]|[[Image:HumanSurface_glossy_om_p04.jpg]] Glossiness 50%|Glossiness 4%|| {img src="img/myicons/alert.png"} You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. || Glossiness 0% | Glossiness 4% | Glossiness 20% | Glossiness 50% | Glossiness 100% [[Image:HumanSurface_spec_gloss_p00.jpg]]|[[Image:HumanSurface_spec_gloss_p04.jpg]]|[[Image:HumanSurface_spec_gloss_p20.jpg]]|[[Image:HumanSurface_spec_gloss_p50.jpg]]|[[Image:HumanSurface_spec_gloss_p100.jpg]]|| ==== Sharpness==== The following images were rendered with specular only; Glossiness of 4%. || Sharpness 0% | Sharpness 50% | Sharpness 100% [[Image:HumanSurface_spec_gloss_p04.jpg]]|[[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]]|[[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]]|| === Reflection=== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. {img src="img/myicons/alert.png"} More info on creating HDR can be found in the __Creating Environment Maps__ section on the UberEnvironment page. [[HumanSurface_ui_reflection.jpg]] || Reflect Strength 400%; Blur 0% | Reflect Strength 400%; Blur 5% [[Image:HumanSurface_refl_strength400.jpg]]|[[Image:HumanSurface_refl_strength400_blur05.jpg]]|| ==== Fresnel==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. || Sharpness 0% | Sharpness 50% | Sharpness 100% [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]]|[[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]]|[[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]]|| || Falloff 1 | Falloff 5 [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]]|{img [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]]|| === Velvet=== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[HumanSurface_ui_velvet.jpg]] || Falloff 5 | Falloff 20 | Falloff 50 [[Image:HumanSurface_velvet_falloff05.jpg]]|{img [[Image:HumanSurface_velvet_falloff20.jpg]]|{img [[Image:HumanSurface_velvet_falloff50.jpg]]|| === Subsurface Scattering=== Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. {img src="img/myicons/alert.png"} Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[HumanSurface_ui_sss.jpg]] ==== Refraction==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. || Refraction 1 | Refraction 1.5 | Refraction 5 [[Image:HumanSurface_sss_strength100_kfr1.jpg]]|{img [[Image:HumanSurface_sss_strength100.jpg]]|{img [[Image:HumanSurface_sss_strength100_kfr5.jpg]]|| ==== Scale==== The Scale of the objects; this effects how far the light scatters through the object. || Scale 2 | Scale 4 | Scale 6 | Scale 10 [[Image:HumanSurface_sss_strength100_scale2.jpg]]|{img [[Image:HumanSurface_sss_strength100.jpg]]|{img [[Image:HumanSurface_sss_strength100_scale6.jpg]]|{img [[Image:HumanSurface_sss_strength100_scale10.jpg]]|| === Displacement=== The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. ((3Delight)) allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn __Trace Displacements__ on. == Tips and Tricks== * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 94e21d374126c13d0c64228914b601cf0035a1cb 86 85 2010-01-22T08:07:47Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] Next Generation surface shader for [[DAZStudio]] providing HDRI reflection support, Subsurface Scatterings, translucency and more. == Product Description== See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. [[Image:HumanSurface_pp01_med.jpg]] == User Guide== === Tiling=== HumanSurface supports tiling textures via the __Tiling__ parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. [[HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Opacity=== [[HumanSurface_ui_opacity.jpg]] === Specular=== [[HumanSurface_ui_specular.jpg]] ==== Glossiness==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| Border=1 ! DAZ Studio Default !! HumanSurface |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- |[[Image:HumanSurface_spec_gloss_p00.jpg]] |[[Image:HumanSurface_spec_gloss_p04.jpg]] |[[Image:HumanSurface_spec_gloss_p20.jpg]] |[[Image:HumanSurface_spec_gloss_p50.jpg]] |[[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness==== The following images were rendered with specular only; Glossiness of 4%. || Sharpness 0% | Sharpness 50% | Sharpness 100% [[Image:HumanSurface_spec_gloss_p04.jpg]]|[[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]]|[[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]]|| === Reflection=== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:alert.png]] More info on creating HDR can be found in the __Creating Environment Maps__ section on the UberEnvironment page. [[HumanSurface_ui_reflection.jpg]] || Reflect Strength 400%; Blur 0% | Reflect Strength 400%; Blur 5% [[Image:HumanSurface_refl_strength400.jpg]]|[[Image:HumanSurface_refl_strength400_blur05.jpg]]|| ==== Fresnel==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. || Sharpness 0% | Sharpness 50% | Sharpness 100% [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]]|[[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]]|[[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]]|| || Falloff 1 | Falloff 5 [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]]|{img [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]]|| === Velvet=== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[HumanSurface_ui_velvet.jpg]] || Falloff 5 | Falloff 20 | Falloff 50 [[Image:HumanSurface_velvet_falloff05.jpg]]|{img [[Image:HumanSurface_velvet_falloff20.jpg]]|{img [[Image:HumanSurface_velvet_falloff50.jpg]]|| === Subsurface Scattering=== Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[HumanSurface_ui_sss.jpg]] ==== Refraction==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. || Refraction 1 | Refraction 1.5 | Refraction 5 [[Image:HumanSurface_sss_strength100_kfr1.jpg]]|{img [[Image:HumanSurface_sss_strength100.jpg]]|{img [[Image:HumanSurface_sss_strength100_kfr5.jpg]]|| ==== Scale==== The Scale of the objects; this effects how far the light scatters through the object. || Scale 2 | Scale 4 | Scale 6 | Scale 10 [[Image:HumanSurface_sss_strength100_scale2.jpg]]|{img [[Image:HumanSurface_sss_strength100.jpg]]|{img [[Image:HumanSurface_sss_strength100_scale6.jpg]]|{img [[Image:HumanSurface_sss_strength100_scale10.jpg]]|| === Displacement=== The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. ((3Delight)) allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn __Trace Displacements__ on. == Tips and Tricks== * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). eec26957480e3aefa4b729301be75aaf4d9dee82 87 86 2010-01-22T08:08:28Z Admin 1 /* Tiling */ wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] Next Generation surface shader for [[DAZStudio]] providing HDRI reflection support, Subsurface Scatterings, translucency and more. == Product Description== See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. [[Image:HumanSurface_pp01_med.jpg]] == User Guide== === Tiling=== HumanSurface supports tiling textures via the __Tiling__ parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Opacity=== [[HumanSurface_ui_opacity.jpg]] === Specular=== [[HumanSurface_ui_specular.jpg]] ==== Glossiness==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| Border=1 ! DAZ Studio Default !! HumanSurface |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- |[[Image:HumanSurface_spec_gloss_p00.jpg]] |[[Image:HumanSurface_spec_gloss_p04.jpg]] |[[Image:HumanSurface_spec_gloss_p20.jpg]] |[[Image:HumanSurface_spec_gloss_p50.jpg]] |[[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness==== The following images were rendered with specular only; Glossiness of 4%. || Sharpness 0% | Sharpness 50% | Sharpness 100% [[Image:HumanSurface_spec_gloss_p04.jpg]]|[[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]]|[[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]]|| === Reflection=== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:alert.png]] More info on creating HDR can be found in the __Creating Environment Maps__ section on the UberEnvironment page. [[HumanSurface_ui_reflection.jpg]] || Reflect Strength 400%; Blur 0% | Reflect Strength 400%; Blur 5% [[Image:HumanSurface_refl_strength400.jpg]]|[[Image:HumanSurface_refl_strength400_blur05.jpg]]|| ==== Fresnel==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. || Sharpness 0% | Sharpness 50% | Sharpness 100% [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]]|[[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]]|[[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]]|| || Falloff 1 | Falloff 5 [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]]|{img [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]]|| === Velvet=== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[HumanSurface_ui_velvet.jpg]] || Falloff 5 | Falloff 20 | Falloff 50 [[Image:HumanSurface_velvet_falloff05.jpg]]|{img [[Image:HumanSurface_velvet_falloff20.jpg]]|{img [[Image:HumanSurface_velvet_falloff50.jpg]]|| === Subsurface Scattering=== Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[HumanSurface_ui_sss.jpg]] ==== Refraction==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. || Refraction 1 | Refraction 1.5 | Refraction 5 [[Image:HumanSurface_sss_strength100_kfr1.jpg]]|{img [[Image:HumanSurface_sss_strength100.jpg]]|{img [[Image:HumanSurface_sss_strength100_kfr5.jpg]]|| ==== Scale==== The Scale of the objects; this effects how far the light scatters through the object. || Scale 2 | Scale 4 | Scale 6 | Scale 10 [[Image:HumanSurface_sss_strength100_scale2.jpg]]|{img [[Image:HumanSurface_sss_strength100.jpg]]|{img [[Image:HumanSurface_sss_strength100_scale6.jpg]]|{img [[Image:HumanSurface_sss_strength100_scale10.jpg]]|| === Displacement=== The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. ((3Delight)) allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn __Trace Displacements__ on. == Tips and Tricks== * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). b63ad55db0d4caefa649c38ce0fbf09afb5ed600 88 87 2010-01-22T08:09:45Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] Next Generation surface shader for [[DAZStudio]] providing HDRI reflection support, Subsurface Scatterings, translucency and more. == Product Description== See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. [[Image:HumanSurface_pp01_med.jpg]] == User Guide== === Tiling=== HumanSurface supports tiling textures via the __Tiling__ parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Opacity=== [[Image:HumanSurface_ui_opacity.jpg]] === Specular=== [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| Border=1 ! DAZ Studio Default !! HumanSurface |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- |[[Image:HumanSurface_spec_gloss_p00.jpg]] |[[Image:HumanSurface_spec_gloss_p04.jpg]] |[[Image:HumanSurface_spec_gloss_p20.jpg]] |[[Image:HumanSurface_spec_gloss_p50.jpg]] |[[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness==== The following images were rendered with specular only; Glossiness of 4%. || Sharpness 0% | Sharpness 50% | Sharpness 100% [[Image:HumanSurface_spec_gloss_p04.jpg]]|[[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]]|[[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]]|| === Reflection=== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:alert.png]] More info on creating HDR can be found in the __Creating Environment Maps__ section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] || Reflect Strength 400%; Blur 0% | Reflect Strength 400%; Blur 5% [[Image:HumanSurface_refl_strength400.jpg]]|[[Image:HumanSurface_refl_strength400_blur05.jpg]]|| ==== Fresnel==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. || Sharpness 0% | Sharpness 50% | Sharpness 100% [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]]|[[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]]|[[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]]|| || Falloff 1 | Falloff 5 [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]]|{img [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]]|| === Velvet=== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] || Falloff 5 | Falloff 20 | Falloff 50 [[Image:HumanSurface_velvet_falloff05.jpg]]|{img [[Image:HumanSurface_velvet_falloff20.jpg]]|{img [[Image:HumanSurface_velvet_falloff50.jpg]]|| === Subsurface Scattering=== Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. || Refraction 1 | Refraction 1.5 | Refraction 5 [[Image:HumanSurface_sss_strength100_kfr1.jpg]]|{img [[Image:HumanSurface_sss_strength100.jpg]]|{img [[Image:HumanSurface_sss_strength100_kfr5.jpg]]|| ==== Scale==== The Scale of the objects; this effects how far the light scatters through the object. || Scale 2 | Scale 4 | Scale 6 | Scale 10 [[Image:HumanSurface_sss_strength100_scale2.jpg]]|{img [[Image:HumanSurface_sss_strength100.jpg]]|{img [[Image:HumanSurface_sss_strength100_scale6.jpg]]|{img [[Image:HumanSurface_sss_strength100_scale10.jpg]]|| === Displacement=== The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. ((3Delight)) allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn __Trace Displacements__ on. == Tips and Tricks== * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 0fde7817ea0d20a9195477934e5285538fe73090 97 88 2010-01-23T06:56:58Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] Next Generation surface shader for DAZStudio providing HDRI reflection support, Subsurface Scatterings, translucency and more. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. [[Image:HumanSurface_pp01_med.jpg]] == User Guide == === Tiling === HumanSurface supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 2ad22fb859322e938cca9f349d12711632128702 File:HumanSurface pp01 med.jpg 6 58 89 2010-01-22T08:10:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface ui tiling.jpg 6 59 90 2010-01-22T08:10:56Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface tiling 1.jpg 6 60 91 2010-01-22T08:11:13Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface tiling 3 2.jpg 6 61 92 2010-01-22T08:11:39Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberLightingBundle 0 62 94 2010-01-23T04:55:26Z Admin 1 Created page with '{img src="img/wiki_up/buynow.jpg" align=right link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8782} {img src="img/wiki_up/ul_bundle/usb_banner.jpg" imalign=left hspace=20}…' wikitext text/x-wiki {img src="img/wiki_up/buynow.jpg" align=right link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8782} {img src="img/wiki_up/ul_bundle/usb_banner.jpg" imalign=left hspace=20} Get the power to make every render it's best with the best in light shaders for DAZ Studio. The Uber Lighting Bundle gives you access to four powerful light shaders as well as a HDR pack for IBL effects. ! Product Description Bundle includes: * UberEnvironment * UberSpot * UberPoint * OmAreaLight * UberEnvironmentHdriPack1 f6a2ad7d0d213e3604142e0c4031846565411966 Tutorials 0 63 95 2010-01-23T05:00:17Z Admin 1 Created page with '== Nov 18 daz3d Webinar == This Webinar hosted by daz3d.com covered a number of my products including: * OmAreaLight * UberEnvironment * RenderThrottle Check it out [http://ar…' wikitext text/x-wiki == Nov 18 daz3d Webinar == This Webinar hosted by daz3d.com covered a number of my products including: * OmAreaLight * UberEnvironment * RenderThrottle Check it out [http://artzone.daz3d.com/media/webinar/2008-11-12OmnifreakerWebinar.wmv here]. b9cf1baeabeadab8f017d7b5a4d051ba468fdc96 Contact 0 64 96 2010-01-23T05:04:53Z Admin 1 Created page with '== Support == For basic DAZStudio issues, please contact [http://www.daz3d.com DAZ3D]. If you are having issues with one of my plugins or scripts, you can contact me at '''info…' wikitext text/x-wiki == Support == For basic DAZStudio issues, please contact [http://www.daz3d.com DAZ3D]. If you are having issues with one of my plugins or scripts, you can contact me at '''info@omnifreaker.com''' == Mailing List == Subscribe to my '''[http://groups.google.com/group/omnifreaker email list]''' for product updates and news. I will only send news when there is news to report--'''no spam'''. 121c64b8dd6208bb7d63b852017266d40763a9d4 OmAreaLight 0 65 98 2010-01-23T07:01:12Z Admin 1 Created page with ' [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7940]] [[Image:OmAreaLight_pp_banner.jpg]] The omAreaLight is a light shader for DAZ Studio allowing …' wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7940]] [[Image:OmAreaLight_pp_banner.jpg]] The omAreaLight is a light shader for DAZ Studio allowing you to simulate panel lights, soft boxes, other rectangular light sources such as TVs, florescent lights, etc. The Area Light source provides for realistic soft shadows as well as diffuse wrapped lighting. == User Guide == Bellow is a description of the various controls of the omAreaLight. === Shadows === The look of your shadows will depend greatly on the size/shape of your light source (see the ''Area'' section). In addition to Shadow softness, omAreaLight also allows you to control shadow intensity (opacity) and color. [[Image:OmAreaLight_al_parms_shadows.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_al_20x20_shad0-0-1_shadIntensity50.jpg]] || Shadow Color=Blue%%%Shadow Intensity=50% |} === Light Basics === [[Image:OmAreaLight_al_parms_light_basic.jpg]] The '''Double Sided''' parameter can be used to make the omAreaLight cast light in all directions, similar to an omnidirectional or point light. {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_al_20x20double.jpg]] || Double Sided=On |} === Area === The size/shape of the omAreaLight is a critical part of getting the look you want. A larger light source will provide softer light and shadow whereas a small light will give you sharper shadows and more direct lighting. Using the '''Area Size X''' and '''Area Size Y''' Parameters, one can also create rectangle shapes to achieve effects as diverse as tube and panel lights. [[Image:OmAreaLight_al_parms_light_area.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_al_20x20.jpg]] || Area Size X=20%%%Area Size Y=20 |- | [[Image:OmAreaLight_al_5x5.jpg]] || Area Size X=5%%%Area Size Y=5 |- | [[Image:OmAreaLight_al_3x100.jpg]] || Area Size X=3%%%Area Size Y=100 |- | [[Image:OmAreaLight_al_100x3.jpg]] || Area Size X=100%%%Area Size Y=3 |} ==== Area Samples ==== The Area Samples parameter is the speed vs quality control for the omAreaLight; the higher the value, the better quality shadows and shading you will get at the cost of render speed. [[Image:Alert.png]] When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. === Falloff === The Falloff controls for omAreaLight operate the same way as will the UberPoint light. [[Image:OmAreaLight_al_parms_light_falloff.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_al_20x20_falloff0-500-1.jpg]] || Falloff Start=0%%%Fallof End=500%%%Falloff Decay=1 |- | [[Image:OmAreaLight_al_20x20_falloff0-500-2.jpg]] || Falloff Start=0%%%Fallof End=500%%%Falloff Decay=2 |} === The Light Source === When you load omAreaLight into a Scene you will see that the light has a child object called '''omAreaLight Source 1'''. This is geometry that represents the visible/renderable light source of the area light. If you do not want to see the light source ''plane'' in the render, select '''omAreaLight Source 1''' and hide it (Toggle '''Visible''' to '''off'''). [[Image:OmAreaLight_al_ui_geo.jpg]] == Render Times == The omAreaLight calculates multiple samples ('''Area Samples''') on the planar surface of the light in order to simulate the Area Light source. This means, the more samples, the longer the render times (and higher quality). Since the shadows are ray traced, scenes that using lots of transparency (ie trans-mapped hairstyles) or containing lots of geometry can result in very long render times. The product page images I rendered were rendered at 650x500 on a Pentium Core Duo (2.2Ghz) Laptop with 3Gb RAM. Images rendered in the 5min-40min range. == Caveats == * The area light provides accurate diffuse and shadows; as the lighting becomes more diffuse, the specular will also become softer. It may be difficult to create a perfectly sharp, square shaped highlight. * omAreaLight uses ray tracing in order to calculate its realistic shadows; this can lead to long render times especially when using large amounts of geometry and transparency. == Tips and Tricks == * Do test renders with a low '''Area Samples''' value like 4 in order to block in light placement and size; bump up to a value like 16 for final renders. * When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. * As you increase the size of the area light, you may need to also increase the intensity. b31430cb6630ca5513a27557afed762aca265fd3 UberAreaLight 0 66 99 2010-01-23T07:04:53Z Admin 1 Created page with 'The UberAreaLight uses true geometry based Area Lights to turn any piece of geometry in to a light casting object. == User Guide == The UberAreaLight is used like a surface sha…' wikitext text/x-wiki The UberAreaLight uses true geometry based Area Lights to turn any piece of geometry in to a light casting object. == User Guide == The UberAreaLight is used like a surface shader preset rather than a light. This may seem odd at first, but the UberAreaLight turns any surface into a light and does '''not''' create a traditional light in the scene. In order to apply the UberAreaLight, the steps are the same as applying a Shader Preset: # Select the Node in the ''Scene'' outline. # Select the Material in the ''Surfaces'' window. # Double-click the UberAreaLight preset. The controls will be available on the '''surface''' rather than the a light in the scene. [[Image:UberAreaLight_ual_properties.jpg]] === Samples === The Samples control is the speed vs. quality control; A low number of samples will give you quick renders and is good to use during test renders. In order to eliminate noise artifacts, the samples will need to be increased. A couple guidelines: * Use a low number of samples during test renders. * 3D geometry will generally require more samples that 2D (sphere vs plane). * Generally speaking, more samples will be needed, the larger your geometry is. {| border=1 ! Samples 8 !! Samples 128 |- | [[Image:UberAreaLight_ual_def.jpg]] || [[Image:UberAreaLight_ual_samples128.jpg]] |} === Falloff === The falloff controls for UberAreaLight will similar to those on my other lights--UberPoint, ((omAreaLight)), etc. {| border=1 ! [[Image:UberAreaLight_ual_falloff_intensity400.jpg]] !! Intensity=400%%%Falloff Start=0%%%Falloff End=0%%%Falloff Decay=2 |- | [[Image:UberAreaLight_ual_falloff_60_120.jpg]] || Intensity=100%%%Falloff Start=60%%%Falloff End=120%%%Falloff Decay=1 |} == FAQ == How does UberAreaLight differ from [[omAreaLight]]? * The UberAreaLight acts like a surface shader--any surface can be light emitting. * omAreaLight was a cheat to approximate an Area Light plane, and really only provides area light-like shadows. * omAreaLight is limited to a rectangular shape * UberAreaLight is mappable (TV screens, soft boxes, etc.) What is the '''''AreaLight - HeadLamp blocker''''' in my scene? * Since ''AreaLight''s are not true lights in the scene, but rather light emitting surfaces, if there is ''only'' an UberAreaLight light source in the scene, DAZStudio will not detect any lights and automatically add a ''HeadLamp'' light for you. By creating a dummy light, we prevent this from happening. If you have other lights in your scene, you may delete the dummy light. You never need more than one dummy light in the scene. 359fb016e5bdba0d43acf0b2b2275f14e94590ae UberEnvironment2 0 67 100 2010-01-23T07:06:59Z Admin 1 Created page with 'UberEnvironment2 provides the next generation of HDR/IBL/Environment lighting in DAZStudio. == User Guide == === Whats new in UberEnvironment2 === * Rotating the light will no…' wikitext text/x-wiki UberEnvironment2 provides the next generation of HDR/IBL/Environment lighting in DAZStudio. == User Guide == === Whats new in UberEnvironment2 === * Rotating the light will now affect light direction. * Shadows can now be directional based on EnvironmentMap. * Added ability to use indirect or bounced light with HDRI. This provides easy access to realistic and subtle lighting effects as energy is transmitted and reflected through the scene. * GI mode for adding bounce to a scene without IBL. * Added bias control which can help to prevent possible artifacts from finely detailed geometry/displacement. [[Image:UberEnvironment2_ue2_properties.jpg]] === Visualization === UberEnvironment2 will load sphere object in your scene. The sphere is there to help you visualize the image based lighting; if you have a hot spot in your HDRI, you can rotate the light to change the 'key' direction. This is especially useful when using a ''directional shadow'' mode. {img src="img/myicons/tip.gif"} It is sometimes more helpful to scale down the '''EnvironmentSphere''' so it can be seen in camera. === Environment Mode === One of the most critical settings for UberEnvironment2 is the '''Environment Mode''' [[Image:Alert.png]] Direction Shadows can only be achieved by using an EnvironmentMap. If the Light Color is not mapped, the direction of the light source is uniform and so the shadows will be as well. Directional Shadows are achieved by examining the HDR and sampling the map where the map has the highest values. ==== Ambient (No Ray Tracing) ==== The Ambient mode will apply color without any raytraced shadows. This mode can be used with an environment map and at the least can used as more desirable alternative to using ''Ambient'' on the surfaces. {img src="img/myicons/tip.gif"} Use this mode to quickly position HDR before turning on occlusion and taking the hit for raytracing. {| border=1 ! Ambient (No Ray Tracing) !! With EnvironmentMap |- | [[Image:UberEnvironment2_ue2_ambient.jpg]] || [[Image:UberEnvironment2_ue2_ambient_tex.jpg]] |} ==== Occclusion ==== {| border=1 ! Occlusion w/Soft Shadows (No EnvironmentMap) |- | [[Image:UberEnvironment2_ue2_occ_notex.jpg]] |} {| border=1 ! Occlusion w/Soft Shadows !! Occlusion w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_ue2_occ.jpg]] || [[Image:UberEnvironment2_ue2_occ_dir.jpg]] || [[Image:UberEnvironment2_ue2_occ_dir_rot1.jpg]] |} ==== Indirect Lighting ==== The Indirect Lighting mode gives you a similar look to using ''Occlusion'' with the addition of indirect lighting or bounce light. {| border=1 ! Indirect Lighting w/Soft Shadows !! Indirect Lighting w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_ue2_indirect.jpg]] || [[Image:UberEnvironment2_ue2_indirect_dir.jpg]] || [[Image:UberEnvironment2_ue2_indirect_dir_rot1.jpg]] |} ==== Bounce Light (GI) ==== The previous methods are meant to be used primarily with Image Based Lighting--that is the lighting is being driven primarily by an image. This last method is designed to be used to '''''enhance''''' traditional lighting scenes. When using this mode, spotlights, point lights, etc should be the main source of light. [[Image:UberEnvironment2_ue2_gi.jpg]] A single UberSpot is the primary source of light. The light reflected from the ground into the teapot is provided by UberEnvironment2 == Tips and Tricks == * Under ''Render->Advanced'', make sure '''Max Raytrace Depth''' is set to as low a value as possible; usually 1 or 2 will work. High values will dramatically increase render times. * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, use the ''Ambient'' mode initially. When you are satisfied with your light placement/direction after doing some test renders, turn raytracing back on for the full effect. * Transparent objects will slow down UE2 (ie hair). You may wand to use UberSurface and turn '''Raytrace''' ''Off'' so that the hair is not seen be UberEnvironment2 in order to speed up your renders. == Related Links == * UberEnvironment * UberSpot * UberPoint * UberAreaLight == FAQ == ==== Is UberEnvironment2 compatible with [[RenderThrottle]]? ==== * Yes. d7e8bccf5aa18d7a5900633e34570630ffca561d UberHair 0 68 101 2010-01-23T07:08:09Z Admin 1 Created page with ' [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberHair_uh_banner.jpg]] UberHair is a collection of smart presets, shader upgrades, …' wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberHair_uh_banner.jpg]] UberHair is a collection of smart presets, shader upgrades, and texture maps for the UberSurface shader provided with DAZ Studio 3 Advanced that turn good looking hair into amazing hair. The smart presets have logic built into them that make it as easy as double clicking to upgrade your existing hair presets and scenes--effectively doubling or tripling the looks you can get with your current library. == Features == UberHair will give you the following feature upgrades to the UberSurface shader: === SmartPresets === Upgrade existing hair shaders with a simple double click. Texture maps are preserved, and intelligently re-purposed to give you the most out of the UberSurface shader without having to futz with the controls all day. The smart presets do more that just keep your current texture maps--they will also do the following: * UberHair will take advantage of the layered specular that UberSurface offers and will use the diffuse texture as a specular texture for one of the layers (Specular2 Color). The presets better simulate the complex dimensional shading you get with real hair. * If a bump map is not being used, the generic hi-res texture (included) is applied to give you added detail and texture. * A translucency color is used based on the diffuse color. === Shader Upgrades === [[Image:UberHair_uh_pp_ui.jpg]] The UberSurface shader is upgraded with UberHair to give you advanced control of the important render settings. * '''Visibility -> Raytrace''': Make the surface invisible to traced rays (including shadows). * '''Shadows -> Occlusion''': ''Off'' will make the surface invisible to Ambient Occlusion (as used by UberEnvironment and others). This invaluable as you can now prevent trans-mapped hair from killing your renders! * '''Occlusion Shading Rate''': These advanced controls lets you use the global diffuse shading rate (specified by UberEnvironment) (Default), or allows you to override it for the surface. If you insist on raytracing your hair, a high value can be used to shave some time off of your renders. === Texture Map === * A generic bump map texture comes with UberHair to give your hair some added sweetness. == User Guide == UberHair can be used two ways. You can apply the '''!UberHair Base''' preset to simply apply the shader in its default state, or the smart Upgrade presets can be used to upgrade existing hairstyles by doing the following: # Select the Hair object in the Scene outline or in the 3D view. # Select all the Surfaces in the Surfaces Pane. # Apply the preset that comes with your original hair product. # Apply the one of the '''!UberHair Upgrade''' presets to automagically convert your ordinary hair to UberHair with the desired shininess. == Tips and Tricks == * '''Developers:''' UberHair is designed to provide realistic highlights. For best results do '''NOT''' paint your highlights into your hair texture maps. * With hairstyles that have heavy painted in highlights, using solid colors in lieu of texture maps for specular and diffuse results can still provide great results--let the transparency and bump maps do the work in giving you color variation. 50aae4d3e88182dfb40a0f126d7bb1535b5ba2c1 File:UberHair uh pp ui.jpg 6 69 102 2010-01-23T07:08:30Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberHair 0 68 103 101 2010-01-23T07:09:10Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberHair_banner.jpg]] UberHair is a collection of smart presets, shader upgrades, and texture maps for the UberSurface shader provided with DAZ Studio 3 Advanced that turn good looking hair into amazing hair. The smart presets have logic built into them that make it as easy as double clicking to upgrade your existing hair presets and scenes--effectively doubling or tripling the looks you can get with your current library. == Features == UberHair will give you the following feature upgrades to the UberSurface shader: === SmartPresets === Upgrade existing hair shaders with a simple double click. Texture maps are preserved, and intelligently re-purposed to give you the most out of the UberSurface shader without having to futz with the controls all day. The smart presets do more that just keep your current texture maps--they will also do the following: * UberHair will take advantage of the layered specular that UberSurface offers and will use the diffuse texture as a specular texture for one of the layers (Specular2 Color). The presets better simulate the complex dimensional shading you get with real hair. * If a bump map is not being used, the generic hi-res texture (included) is applied to give you added detail and texture. * A translucency color is used based on the diffuse color. === Shader Upgrades === [[Image:UberHair_uh_pp_ui.jpg]] The UberSurface shader is upgraded with UberHair to give you advanced control of the important render settings. * '''Visibility -> Raytrace''': Make the surface invisible to traced rays (including shadows). * '''Shadows -> Occlusion''': ''Off'' will make the surface invisible to Ambient Occlusion (as used by UberEnvironment and others). This invaluable as you can now prevent trans-mapped hair from killing your renders! * '''Occlusion Shading Rate''': These advanced controls lets you use the global diffuse shading rate (specified by UberEnvironment) (Default), or allows you to override it for the surface. If you insist on raytracing your hair, a high value can be used to shave some time off of your renders. === Texture Map === * A generic bump map texture comes with UberHair to give your hair some added sweetness. == User Guide == UberHair can be used two ways. You can apply the '''!UberHair Base''' preset to simply apply the shader in its default state, or the smart Upgrade presets can be used to upgrade existing hairstyles by doing the following: # Select the Hair object in the Scene outline or in the 3D view. # Select all the Surfaces in the Surfaces Pane. # Apply the preset that comes with your original hair product. # Apply the one of the '''!UberHair Upgrade''' presets to automagically convert your ordinary hair to UberHair with the desired shininess. == Tips and Tricks == * '''Developers:''' UberHair is designed to provide realistic highlights. For best results do '''NOT''' paint your highlights into your hair texture maps. * With hairstyles that have heavy painted in highlights, using solid colors in lieu of texture maps for specular and diffuse results can still provide great results--let the transparency and bump maps do the work in giving you color variation. 72a6f6f9a3102d78437e75d02b58e0a6c334740c File:UberHair banner.jpg 6 70 104 2010-01-23T07:09:19Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberLightingBundle 0 62 105 94 2010-01-23T07:10:56Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8782]] [[Image:UberLightingBundle_banner.jpg]] Get the power to make every render it's best with the best in light shaders for DAZ Studio. The Uber Lighting Bundle gives you access to four powerful light shaders as well as a HDR pack for IBL effects. == Product Description == Bundle includes: * UberEnvironment * UberSpot * UberPoint * OmAreaLight * UberEnvironmentHdriPack1 7c2ae9fa75f77f0ad8815de44f595b4db9cea5c5 106 105 2010-01-23T07:11:38Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8782]] [[Image:UberLightingBundle_banner.jpg]] Get the power to make every render it's best with the best in light shaders for DAZ Studio. The Uber Lighting Bundle gives you access to four powerful light shaders as well as a HDR pack for IBL effects. == Product Description == Bundle includes: * [[UberEnvironment]] * [[UberSpot]] * [[UberPoint]] * [[omAreaLight]] * [[UberEnvironmentHdriPack1]] 26a778aff73210fa0aadb536dcc54b1335a96aa6 File:UberLightingBundle banner.jpg 6 71 107 2010-01-23T07:14:12Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberSurface 0 4 108 9 2010-01-23T07:20:27Z Admin 1 wikitext text/x-wiki == Product Description == UberSurface is an upgrade of the HumanSurface shader and has all of the same controls with the addition of layered anisotropic specular and diffuse roughness. '''New Features''' include: * Layered Anisotropic Specular. * Diffuse Roughness control * Subsurface can render when Diffuse is not active. * Improved handling of single-sided geometry (hair). * ''Fantom'' and ''Raytrace'' visibility controls. == User Guide == Please see the '''[[HumanSurface]]''' page which covers all controls that are not described here; UberSurface has all of the controls that HumanSurface does...and more. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} {{#ev:youtube|HaPcERbn_wY}} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by UberEnvironment to speed up your renders. == Tips and Tricks == *In order to emulate some of the hair properties as outlined in the Siggraph 03 paper [http://graphics.stanford.edu/papers/hair/ Light Scattering from Human Hair Fibers], I recommend the following: ** Make the '''Primary Specular''' fairly tight and white in color ** Make the '''Secondary Specular''' wider and use the diffuse maps to color the highlight. * If you do not want to futz with the setting but want great hair, check out [[UberHair]] 7e316ba3965a00b17c8ca6c46cf0494628a4ab76 File:UberSurface doc ani controls.jpg 6 72 109 2010-01-23T07:20:58Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface spec aniu gloss 40.jpg 6 73 110 2010-01-23T07:21:18Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface spec aniu gloss 65.jpg 6 74 111 2010-01-23T07:21:31Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface spec aniu gloss 80.jpg 6 75 112 2010-01-23T07:21:46Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberVolume 0 76 113 2010-01-23T07:29:51Z Admin 1 Created page with ' UberVolume is an interior volume shader (in prman speak) for DAZStudio that allows you to produce a variety of Smoke/Fog/Mist/Cloud affects. == User Guide == === Setup === [[…' wikitext text/x-wiki UberVolume is an interior volume shader (in prman speak) for DAZStudio that allows you to produce a variety of Smoke/Fog/Mist/Cloud affects. == User Guide == === Setup === [[Image:UberVolume_uv_step_by_step.jpg|300px]] UberVolume can be used in several different ways. In order to create a volumetric spotlight, follow these steps: # Create a Spotlight ('''1''') # Double-click the 'Parent Cone to Light' or one of the others marked with '''2''' in the above image. If you would like to apply one of the look presets, you can then: # Select the ''SpotLight 1 Volume'' ('''3''') # Go to surfaces and select the ''SpotLight 1 Volume'' ('''4''') # Double-click on the '''!Uber Volume Dust''', Cloud, etc to apply ('''6''' in the image) # Select whatever effect you want to produce, these can be edited in the surface for strength etc. See below. === Basic Controls === Bellow is a description of the various controls of UberVolume. [[Image:UberVolume_doc_properties.jpg]] ;Color: The Color of the Volume ;Density: The Density of the Volume; The higher the value the more difficult to see through the volume. {| border=1 ! Density 0.01 !! Density 0.02 !! Density 0.05 |- | [[Image:UberVolume_uv_def.jpg]] || [[Image:UberVolume_uv_density02.jpg]] || [[Image:UberVolume_uv_density05.jpg]] |} ;Volume Start/End: Min/Max distance the light will penetrate the volume. Leaving these values small/large will ensure the entire volume is used. ;Step Size: This is the main speed/quality control and represents how often the volume is sampled along the light ray. Small values will mean many samples and smooth transitions; Large values can lead to grainy images and fast renders. {| border=1 ! Step Size 1.0 !! Step Size 8.0 |- | [[Image:UberVolume_uv_def.jpg]] || [[Image:UberVolume_uv_steps8.jpg]] |} ;Scatter: The Color that is scattered, tinting the background the complementary (opposite) color of the scatter color. {| border=1 ! Scatter Blue !! Scatter Orange |- | [[Image:UberVolume_uv_scatter001.jpg]] || [[Image:UberVolume_uv_scatter150.jpg]] |} === Smoke Controls === Adding smoke will add a 3D noise texture to the Volume. ;Strength:This is a mix value between an even volume and the smoke pattern. {| border=1 ! Strength 0 !! Strength 50 !! Strength 100 |- | [[Image:UberVolume_uv_density02.jpg]] || [[Image:UberVolume_uv_smoke050.jpg]] || [[Image:UberVolume_uv_smoke100.jpg]] |} ;Detail:The amount of detail in the smoke. Low detail can look puffy while high detail can look more wispy. {| border=1 ! Detail 1 !! Detail 10 !! Detail 20 |- | [[Image:UberVolume_uv_smoke100.jpg]] || [[Image:UberVolume_uv_smoke100_detail10.jpg]] || [[Image:UberVolume_uv_smoke100_detail20.jpg]] |} ;Scale:The size of the noise pattern. Large scale can look more like clouds while scale values can produce a dusty look. {| border=1 ! Scale 1 !! Scale 10 !! Scale 20 |- | [[Image:UberVolume_uv_smoke100_scale01.jpg]] || [[Image:UberVolume_uv_smoke100.jpg]] || [[Image:UberVolume_uv_smoke100_scale20.jpg]] |} ;Contrast:The Contrast between the smoke/empty areas. A high value produces hard transitions. {| border=1 ! Contrast 1 !! Contrast 5 !! Contrast 20 |- | [[Image:UberVolume_uv_smoke100.jpg]] || [[Image:UberVolume_uv_smoke100_contrast05.jpg]] || [[Image:UberVolume_uv_smoke100_contrast20.jpg]] |} == Tips and Tricks == * [[Image:Alert.png]] One of the limitations of an ''interior shader'' is that the '''camera cannot be inside the volume'''. Otherwise the atmospheric effect goes away. * Give your volume color by using lights that support texture maps/gells like UberSpot and UberPoint. 23f3601eb60a0e2b5c3033e61f7c2baafa3b8997 116 113 2010-01-23T07:32:19Z Admin 1 wikitext text/x-wiki UberVolume is an interior volume shader (in prman speak) for DAZStudio that allows you to produce a variety of Smoke/Fog/Mist/Cloud affects. == User Guide == === Setup === [[Image:UberVolume_step_by_step.jpg|500px]] UberVolume can be used in several different ways. In order to create a volumetric spotlight, follow these steps: # Create a Spotlight ('''1''') # Double-click the 'Parent Cone to Light' or one of the others marked with '''2''' in the above image. If you would like to apply one of the look presets, you can then: # Select the ''SpotLight 1 Volume'' ('''3''') # Go to surfaces and select the ''SpotLight 1 Volume'' ('''4''') # Double-click on the '''!Uber Volume Dust''', Cloud, etc to apply ('''6''' in the image) # Select whatever effect you want to produce, these can be edited in the surface for strength etc. See below. === Basic Controls === Bellow is a description of the various controls of UberVolume. [[Image:UberVolume_doc_properties.jpg]] ;Color: The Color of the Volume ;Density: The Density of the Volume; The higher the value the more difficult to see through the volume. {| border=1 ! Density 0.01 !! Density 0.02 !! Density 0.05 |- | [[Image:UberVolume_def.jpg]] || [[Image:UberVolume_density02.jpg]] || [[Image:UberVolume_density05.jpg]] |} ;Volume Start/End: Min/Max distance the light will penetrate the volume. Leaving these values small/large will ensure the entire volume is used. ;Step Size: This is the main speed/quality control and represents how often the volume is sampled along the light ray. Small values will mean many samples and smooth transitions; Large values can lead to grainy images and fast renders. {| border=1 ! Step Size 1.0 !! Step Size 8.0 |- | [[Image:UberVolume_def.jpg]] || [[Image:UberVolume_steps8.jpg]] |} ;Scatter: The Color that is scattered, tinting the background the complementary (opposite) color of the scatter color. {| border=1 ! Scatter Blue !! Scatter Orange |- | [[Image:UberVolume_scatter001.jpg]] || [[Image:UberVolume_scatter150.jpg]] |} === Smoke Controls === Adding smoke will add a 3D noise texture to the Volume. ;Strength:This is a mix value between an even volume and the smoke pattern. {| border=1 ! Strength 0 !! Strength 50 !! Strength 100 |- | [[Image:UberVolume_density02.jpg]] || [[Image:UberVolume_smoke050.jpg]] || [[Image:UberVolume_smoke100.jpg]] |} ;Detail:The amount of detail in the smoke. Low detail can look puffy while high detail can look more wispy. {| border=1 ! Detail 1 !! Detail 10 !! Detail 20 |- | [[Image:UberVolume_smoke100.jpg]] || [[Image:UberVolume_smoke100_detail10.jpg]] || [[Image:UberVolume_smoke100_detail20.jpg]] |} ;Scale:The size of the noise pattern. Large scale can look more like clouds while scale values can produce a dusty look. {| border=1 ! Scale 1 !! Scale 10 !! Scale 20 |- | [[Image:UberVolume_smoke100_scale01.jpg]] || [[Image:UberVolume_smoke100.jpg]] || [[Image:UberVolume_smoke100_scale20.jpg]] |} ;Contrast:The Contrast between the smoke/empty areas. A high value produces hard transitions. {| border=1 ! Contrast 1 !! Contrast 5 !! Contrast 20 |- | [[Image:UberVolume_smoke100.jpg]] || [[Image:UberVolume_smoke100_contrast05.jpg]] || [[Image:UberVolume_smoke100_contrast20.jpg]] |} == Tips and Tricks == * [[Image:Alert.png]] One of the limitations of an ''interior shader'' is that the '''camera cannot be inside the volume'''. Otherwise the atmospheric effect goes away. * Give your volume color by using lights that support texture maps/gells like UberSpot and UberPoint. 0bfc7f10a96999e3eabc864f8bc4bd22b564e45c File:UberVolume doc properties.jpg 6 78 115 2010-01-23T07:30:50Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume step by step.jpg 6 79 117 2010-01-23T07:33:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume def.jpg 6 80 118 2010-01-23T07:34:55Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume density02.jpg 6 81 119 2010-01-23T07:35:14Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume density05.jpg 6 82 120 2010-01-23T07:35:32Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume steps8.jpg 6 83 121 2010-01-23T07:35:54Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume scatter001.jpg 6 84 122 2010-01-23T07:36:17Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume scatter150.jpg 6 85 123 2010-01-23T07:36:53Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume smoke050.jpg 6 86 124 2010-01-23T07:37:30Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume smoke100.jpg 6 87 125 2010-01-23T07:38:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume smoke100 detail10.jpg 6 88 126 2010-01-23T07:38:38Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume smoke100 detail20.jpg 6 89 127 2010-01-23T07:38:52Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume smoke100 scale01.jpg 6 90 128 2010-01-23T07:39:15Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume smoke100 scale20.jpg 6 91 129 2010-01-23T07:39:40Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume smoke100 contrast20.jpg 6 92 130 2010-01-23T07:40:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberVolume smoke100 contrast05.jpg 6 93 131 2010-01-23T07:40:29Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Products 0 11 132 93 2010-01-23T07:51:11Z Admin 1 wikitext text/x-wiki == DAZ Studio 3 Advanced == == Shaders == <gallery> File:HumanHair_pp01_lo.jpg|[[HumanHair]] File:HumanSurface_pp01_med.jpg|[[HumanSurface]] File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> c4beb92f0fb0e8ba7879490c0ef9efa78564682a 137 132 2010-01-23T07:58:31Z Admin 1 /* Shaders */ wikitext text/x-wiki == DAZ Studio 3 Advanced == == Shaders == <gallery> File:UberHair_pp01_lo.jpg|[[HumanHair]] File:UberLightingBundle_pp01_lo.jpg|[[UberLightingBundle]] File:omAreaLight_pp01_hi.jpg|[[omAreaLight]] File:HumanSurface_pp01_med.jpg|[[HumanSurface]] File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 93a73896fd2f7c3478868eb8f3e430e54836f900 138 137 2010-01-23T08:02:06Z Admin 1 wikitext text/x-wiki == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:UberHair_pp01_lo.jpg|[[HumanHair]] File:UberLightingBundle_pp01_lo.jpg|[[UberLightingBundle]] File:omAreaLight_pp01_hi.jpg|[[omAreaLight]] File:HumanSurface_pp01_med.jpg|[[HumanSurface]] File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> bc9c913e963ddae6aa4405848e48c399a31986af File:UberHair pp01 lo.jpg 6 94 133 2010-01-23T07:52:39Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:OmAreaLight pp01 hi.jpg 6 96 135 2010-01-23T07:56:50Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberLightingBundle pp01 lo.jpg 6 97 136 2010-01-23T07:58:23Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberEnvironment2 0 67 139 100 2010-01-23T08:05:17Z Admin 1 wikitext text/x-wiki UberEnvironment2 provides the next generation of HDR/IBL/Environment lighting in DAZStudio. == User Guide == === Whats new in UberEnvironment2 === * Rotating the light will now affect light direction. * Shadows can now be directional based on EnvironmentMap. * Added ability to use indirect or bounced light with HDRI. This provides easy access to realistic and subtle lighting effects as energy is transmitted and reflected through the scene. * GI mode for adding bounce to a scene without IBL. * Added bias control which can help to prevent possible artifacts from finely detailed geometry/displacement. [[Image:UberEnvironment2_ue2_properties.jpg]] === Visualization === UberEnvironment2 will load sphere object in your scene. The sphere is there to help you visualize the image based lighting; if you have a hot spot in your HDRI, you can rotate the light to change the 'key' direction. This is especially useful when using a ''directional shadow'' mode. [[Image:Tip.gif]] It is sometimes more helpful to scale down the '''EnvironmentSphere''' so it can be seen in camera. === Environment Mode === One of the most critical settings for UberEnvironment2 is the '''Environment Mode''' [[Image:Alert.png]] Direction Shadows can only be achieved by using an EnvironmentMap. If the Light Color is not mapped, the direction of the light source is uniform and so the shadows will be as well. Directional Shadows are achieved by examining the HDR and sampling the map where the map has the highest values. ==== Ambient (No Ray Tracing) ==== The Ambient mode will apply color without any raytraced shadows. This mode can be used with an environment map and at the least can used as more desirable alternative to using ''Ambient'' on the surfaces. [[Image:Tip.gif]] Use this mode to quickly position HDR before turning on occlusion and taking the hit for raytracing. {| border=1 ! Ambient (No Ray Tracing) !! With EnvironmentMap |- | [[Image:UberEnvironment2_ue2_ambient.jpg]] || [[Image:UberEnvironment2_ue2_ambient_tex.jpg]] |} ==== Occclusion ==== {| border=1 ! Occlusion w/Soft Shadows (No EnvironmentMap) |- | [[Image:UberEnvironment2_ue2_occ_notex.jpg]] |} {| border=1 ! Occlusion w/Soft Shadows !! Occlusion w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_ue2_occ.jpg]] || [[Image:UberEnvironment2_ue2_occ_dir.jpg]] || [[Image:UberEnvironment2_ue2_occ_dir_rot1.jpg]] |} ==== Indirect Lighting ==== The Indirect Lighting mode gives you a similar look to using ''Occlusion'' with the addition of indirect lighting or bounce light. {| border=1 ! Indirect Lighting w/Soft Shadows !! Indirect Lighting w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_ue2_indirect.jpg]] || [[Image:UberEnvironment2_ue2_indirect_dir.jpg]] || [[Image:UberEnvironment2_ue2_indirect_dir_rot1.jpg]] |} ==== Bounce Light (GI) ==== The previous methods are meant to be used primarily with Image Based Lighting--that is the lighting is being driven primarily by an image. This last method is designed to be used to '''''enhance''''' traditional lighting scenes. When using this mode, spotlights, point lights, etc should be the main source of light. [[Image:UberEnvironment2_ue2_gi.jpg]] A single UberSpot is the primary source of light. The light reflected from the ground into the teapot is provided by UberEnvironment2 == Tips and Tricks == * Under ''Render->Advanced'', make sure '''Max Raytrace Depth''' is set to as low a value as possible; usually 1 or 2 will work. High values will dramatically increase render times. * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, use the ''Ambient'' mode initially. When you are satisfied with your light placement/direction after doing some test renders, turn raytracing back on for the full effect. * Transparent objects will slow down UE2 (ie hair). You may wand to use UberSurface and turn '''Raytrace''' ''Off'' so that the hair is not seen be UberEnvironment2 in order to speed up your renders. == Related Links == * UberEnvironment * UberSpot * UberPoint * UberAreaLight == FAQ == ==== Is UberEnvironment2 compatible with [[RenderThrottle]]? ==== * Yes. 1d5c8b697166a3ff6267ec42db0b4c3508da5787 140 139 2010-01-23T08:06:32Z Admin 1 wikitext text/x-wiki UberEnvironment2 provides the next generation of HDR/IBL/Environment lighting in DAZStudio. == User Guide == === Whats new in UberEnvironment2 === * Rotating the light will now affect light direction. * Shadows can now be directional based on EnvironmentMap. * Added ability to use indirect or bounced light with HDRI. This provides easy access to realistic and subtle lighting effects as energy is transmitted and reflected through the scene. * GI mode for adding bounce to a scene without IBL. * Added bias control which can help to prevent possible artifacts from finely detailed geometry/displacement. [[Image:UberEnvironment2_properties.jpg]] === Visualization === UberEnvironment2 will load sphere object in your scene. The sphere is there to help you visualize the image based lighting; if you have a hot spot in your HDRI, you can rotate the light to change the 'key' direction. This is especially useful when using a ''directional shadow'' mode. [[Image:Tip.gif]] It is sometimes more helpful to scale down the '''EnvironmentSphere''' so it can be seen in camera. === Environment Mode === One of the most critical settings for UberEnvironment2 is the '''Environment Mode''' [[Image:Alert.png]] Direction Shadows can only be achieved by using an EnvironmentMap. If the Light Color is not mapped, the direction of the light source is uniform and so the shadows will be as well. Directional Shadows are achieved by examining the HDR and sampling the map where the map has the highest values. ==== Ambient (No Ray Tracing) ==== The Ambient mode will apply color without any raytraced shadows. This mode can be used with an environment map and at the least can used as more desirable alternative to using ''Ambient'' on the surfaces. [[Image:Tip.gif]] Use this mode to quickly position HDR before turning on occlusion and taking the hit for raytracing. {| border=1 ! Ambient (No Ray Tracing) !! With EnvironmentMap |- | [[Image:UberEnvironment2_ambient.jpg]] || [[Image:UberEnvironment2_ambient_tex.jpg]] |} ==== Occclusion ==== {| border=1 ! Occlusion w/Soft Shadows (No EnvironmentMap) |- | [[Image:UberEnvironment2_occ_notex.jpg]] |} {| border=1 ! Occlusion w/Soft Shadows !! Occlusion w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_occ.jpg]] || [[Image:UberEnvironment2_occ_dir.jpg]] || [[Image:UberEnvironment2_occ_dir_rot1.jpg]] |} ==== Indirect Lighting ==== The Indirect Lighting mode gives you a similar look to using ''Occlusion'' with the addition of indirect lighting or bounce light. {| border=1 ! Indirect Lighting w/Soft Shadows !! Indirect Lighting w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_indirect.jpg]] || [[Image:UberEnvironment2_indirect_dir.jpg]] || [[Image:UberEnvironment2_indirect_dir_rot1.jpg]] |} ==== Bounce Light (GI) ==== The previous methods are meant to be used primarily with Image Based Lighting--that is the lighting is being driven primarily by an image. This last method is designed to be used to '''''enhance''''' traditional lighting scenes. When using this mode, spotlights, point lights, etc should be the main source of light. [[Image:UberEnvironment2_gi.jpg]] A single UberSpot is the primary source of light. The light reflected from the ground into the teapot is provided by UberEnvironment2 == Tips and Tricks == * Under ''Render->Advanced'', make sure '''Max Raytrace Depth''' is set to as low a value as possible; usually 1 or 2 will work. High values will dramatically increase render times. * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, use the ''Ambient'' mode initially. When you are satisfied with your light placement/direction after doing some test renders, turn raytracing back on for the full effect. * Transparent objects will slow down UE2 (ie hair). You may wand to use UberSurface and turn '''Raytrace''' ''Off'' so that the hair is not seen be UberEnvironment2 in order to speed up your renders. == Related Links == * UberEnvironment * UberSpot * UberPoint * UberAreaLight == FAQ == ==== Is UberEnvironment2 compatible with [[RenderThrottle]]? ==== * Yes. f04c028edd5a700b97de2c16c11cef2ecb98d07c 153 140 2010-01-23T08:12:56Z Admin 1 /* Related Links */ wikitext text/x-wiki UberEnvironment2 provides the next generation of HDR/IBL/Environment lighting in DAZStudio. == User Guide == === Whats new in UberEnvironment2 === * Rotating the light will now affect light direction. * Shadows can now be directional based on EnvironmentMap. * Added ability to use indirect or bounced light with HDRI. This provides easy access to realistic and subtle lighting effects as energy is transmitted and reflected through the scene. * GI mode for adding bounce to a scene without IBL. * Added bias control which can help to prevent possible artifacts from finely detailed geometry/displacement. [[Image:UberEnvironment2_properties.jpg]] === Visualization === UberEnvironment2 will load sphere object in your scene. The sphere is there to help you visualize the image based lighting; if you have a hot spot in your HDRI, you can rotate the light to change the 'key' direction. This is especially useful when using a ''directional shadow'' mode. [[Image:Tip.gif]] It is sometimes more helpful to scale down the '''EnvironmentSphere''' so it can be seen in camera. === Environment Mode === One of the most critical settings for UberEnvironment2 is the '''Environment Mode''' [[Image:Alert.png]] Direction Shadows can only be achieved by using an EnvironmentMap. If the Light Color is not mapped, the direction of the light source is uniform and so the shadows will be as well. Directional Shadows are achieved by examining the HDR and sampling the map where the map has the highest values. ==== Ambient (No Ray Tracing) ==== The Ambient mode will apply color without any raytraced shadows. This mode can be used with an environment map and at the least can used as more desirable alternative to using ''Ambient'' on the surfaces. [[Image:Tip.gif]] Use this mode to quickly position HDR before turning on occlusion and taking the hit for raytracing. {| border=1 ! Ambient (No Ray Tracing) !! With EnvironmentMap |- | [[Image:UberEnvironment2_ambient.jpg]] || [[Image:UberEnvironment2_ambient_tex.jpg]] |} ==== Occclusion ==== {| border=1 ! Occlusion w/Soft Shadows (No EnvironmentMap) |- | [[Image:UberEnvironment2_occ_notex.jpg]] |} {| border=1 ! Occlusion w/Soft Shadows !! Occlusion w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_occ.jpg]] || [[Image:UberEnvironment2_occ_dir.jpg]] || [[Image:UberEnvironment2_occ_dir_rot1.jpg]] |} ==== Indirect Lighting ==== The Indirect Lighting mode gives you a similar look to using ''Occlusion'' with the addition of indirect lighting or bounce light. {| border=1 ! Indirect Lighting w/Soft Shadows !! Indirect Lighting w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_indirect.jpg]] || [[Image:UberEnvironment2_indirect_dir.jpg]] || [[Image:UberEnvironment2_indirect_dir_rot1.jpg]] |} ==== Bounce Light (GI) ==== The previous methods are meant to be used primarily with Image Based Lighting--that is the lighting is being driven primarily by an image. This last method is designed to be used to '''''enhance''''' traditional lighting scenes. When using this mode, spotlights, point lights, etc should be the main source of light. [[Image:UberEnvironment2_gi.jpg]] A single UberSpot is the primary source of light. The light reflected from the ground into the teapot is provided by UberEnvironment2 == Tips and Tricks == * Under ''Render->Advanced'', make sure '''Max Raytrace Depth''' is set to as low a value as possible; usually 1 or 2 will work. High values will dramatically increase render times. * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, use the ''Ambient'' mode initially. When you are satisfied with your light placement/direction after doing some test renders, turn raytracing back on for the full effect. * Transparent objects will slow down UE2 (ie hair). You may wand to use UberSurface and turn '''Raytrace''' ''Off'' so that the hair is not seen be UberEnvironment2 in order to speed up your renders. == Related Links == * [[UberEnvironment]] * [[UberSpot]] * [[UberPoint]] * [[UberAreaLight]] == FAQ == ==== Is UberEnvironment2 compatible with [[RenderThrottle]]? ==== * Yes. d5509afac53f58b8b9b8facc363f4b8fb5237978 File:UberEnvironment2 properties.jpg 6 98 141 2010-01-23T08:06:59Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Tip.gif 6 99 142 2010-01-23T08:07:28Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 ambient.jpg 6 100 143 2010-01-23T08:07:50Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 ambient tex.jpg 6 101 144 2010-01-23T08:08:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 occ notex.jpg 6 102 145 2010-01-23T08:09:28Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 occ.jpg 6 103 146 2010-01-23T08:09:45Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 occ dir.jpg 6 104 147 2010-01-23T08:10:01Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 occ dir rot1.jpg 6 105 148 2010-01-23T08:10:18Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 indirect.jpg 6 106 149 2010-01-23T08:10:42Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 indirect dir.jpg 6 107 150 2010-01-23T08:11:07Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 indirect dir rot1.jpg 6 108 151 2010-01-23T08:11:29Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberEnvironment2 gi.jpg 6 109 152 2010-01-23T08:11:57Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberEnvironment2 0 67 154 153 2010-01-23T08:13:29Z Admin 1 /* Tips and Tricks */ wikitext text/x-wiki UberEnvironment2 provides the next generation of HDR/IBL/Environment lighting in DAZStudio. == User Guide == === Whats new in UberEnvironment2 === * Rotating the light will now affect light direction. * Shadows can now be directional based on EnvironmentMap. * Added ability to use indirect or bounced light with HDRI. This provides easy access to realistic and subtle lighting effects as energy is transmitted and reflected through the scene. * GI mode for adding bounce to a scene without IBL. * Added bias control which can help to prevent possible artifacts from finely detailed geometry/displacement. [[Image:UberEnvironment2_properties.jpg]] === Visualization === UberEnvironment2 will load sphere object in your scene. The sphere is there to help you visualize the image based lighting; if you have a hot spot in your HDRI, you can rotate the light to change the 'key' direction. This is especially useful when using a ''directional shadow'' mode. [[Image:Tip.gif]] It is sometimes more helpful to scale down the '''EnvironmentSphere''' so it can be seen in camera. === Environment Mode === One of the most critical settings for UberEnvironment2 is the '''Environment Mode''' [[Image:Alert.png]] Direction Shadows can only be achieved by using an EnvironmentMap. If the Light Color is not mapped, the direction of the light source is uniform and so the shadows will be as well. Directional Shadows are achieved by examining the HDR and sampling the map where the map has the highest values. ==== Ambient (No Ray Tracing) ==== The Ambient mode will apply color without any raytraced shadows. This mode can be used with an environment map and at the least can used as more desirable alternative to using ''Ambient'' on the surfaces. [[Image:Tip.gif]] Use this mode to quickly position HDR before turning on occlusion and taking the hit for raytracing. {| border=1 ! Ambient (No Ray Tracing) !! With EnvironmentMap |- | [[Image:UberEnvironment2_ambient.jpg]] || [[Image:UberEnvironment2_ambient_tex.jpg]] |} ==== Occclusion ==== {| border=1 ! Occlusion w/Soft Shadows (No EnvironmentMap) |- | [[Image:UberEnvironment2_occ_notex.jpg]] |} {| border=1 ! Occlusion w/Soft Shadows !! Occlusion w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_occ.jpg]] || [[Image:UberEnvironment2_occ_dir.jpg]] || [[Image:UberEnvironment2_occ_dir_rot1.jpg]] |} ==== Indirect Lighting ==== The Indirect Lighting mode gives you a similar look to using ''Occlusion'' with the addition of indirect lighting or bounce light. {| border=1 ! Indirect Lighting w/Soft Shadows !! Indirect Lighting w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_indirect.jpg]] || [[Image:UberEnvironment2_indirect_dir.jpg]] || [[Image:UberEnvironment2_indirect_dir_rot1.jpg]] |} ==== Bounce Light (GI) ==== The previous methods are meant to be used primarily with Image Based Lighting--that is the lighting is being driven primarily by an image. This last method is designed to be used to '''''enhance''''' traditional lighting scenes. When using this mode, spotlights, point lights, etc should be the main source of light. [[Image:UberEnvironment2_gi.jpg]] A single UberSpot is the primary source of light. The light reflected from the ground into the teapot is provided by UberEnvironment2 == Tips and Tricks == * Under ''Render->Advanced'', make sure '''Max Raytrace Depth''' is set to as low a value as possible; usually 1 or 2 will work. High values will dramatically increase render times. * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, use the ''Ambient'' mode initially. When you are satisfied with your light placement/direction after doing some test renders, turn raytracing back on for the full effect. * Transparent objects will slow down UE2 (ie hair). You may wand to use [[UberSurface]] and turn '''Raytrace''' ''Off'' so that the hair is not seen be UberEnvironment2 in order to speed up your renders. == Related Links == * [[UberEnvironment]] * [[UberSpot]] * [[UberPoint]] * [[UberAreaLight]] == FAQ == ==== Is UberEnvironment2 compatible with [[RenderThrottle]]? ==== * Yes. 87c52d3cd5931d066c9ff5b77f375e5a365f717a Products 0 11 155 138 2010-01-23T08:14:10Z Admin 1 /* Shaders */ wikitext text/x-wiki == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:UberHair_pp01_lo.jpg|[[UberHair]] File:UberLightingBundle_pp01_lo.jpg|[[UberLightingBundle]] File:omAreaLight_pp01_hi.jpg|[[omAreaLight]] File:HumanSurface_pp01_med.jpg|[[HumanSurface]] File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 19896c14f9a45b67c2d418d89548399bea2563d1 File:UberSurface spec aniv gloss 40.jpg 6 110 156 2010-01-23T08:15:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface spec aniv gloss 65.jpg 6 111 157 2010-01-23T08:15:16Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface spec aniv gloss 80.jpg 6 112 158 2010-01-23T08:15:37Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface doc diff rough control.jpg 6 113 159 2010-01-23T08:15:55Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface doc fantom control.jpg 6 114 160 2010-01-23T08:16:14Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface diff rough 05.jpg 6 115 161 2010-01-23T08:16:34Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface diff rough 08.jpg 6 116 162 2010-01-23T08:16:49Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface diff.jpg 6 117 163 2010-01-23T08:17:21Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface diff rough 15.jpg 6 118 164 2010-01-23T08:18:10Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSurface diff rough 30.jpg 6 119 165 2010-01-23T08:18:25Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberAreaLight 0 66 166 99 2010-01-23T08:21:43Z Admin 1 wikitext text/x-wiki The UberAreaLight uses true geometry based Area Lights to turn any piece of geometry in to a light casting object. == User Guide == The UberAreaLight is used like a surface shader preset rather than a light. This may seem odd at first, but the UberAreaLight turns any surface into a light and does '''not''' create a traditional light in the scene. In order to apply the UberAreaLight, the steps are the same as applying a Shader Preset: # Select the Node in the ''Scene'' outline. # Select the Material in the ''Surfaces'' window. # Double-click the UberAreaLight preset. The controls will be available on the '''surface''' rather than the a light in the scene. [[Image:UberAreaLight_properties.jpg]] === Samples === The Samples control is the speed vs. quality control; A low number of samples will give you quick renders and is good to use during test renders. In order to eliminate noise artifacts, the samples will need to be increased. A couple guidelines: * Use a low number of samples during test renders. * 3D geometry will generally require more samples that 2D (sphere vs plane). * Generally speaking, more samples will be needed, the larger your geometry is. {| border=1 ! Samples 8 !! Samples 128 |- | [[Image:UberAreaLight_def.jpg]] || [[Image:UberAreaLight_samples128.jpg]] |} === Falloff === The falloff controls for UberAreaLight will similar to those on my other lights--UberPoint, ((omAreaLight)), etc. {| border=1 ! [[Image:UberAreaLight_falloff_intensity400.jpg]] !! Intensity=400<br>Falloff Start=0<br>Falloff End=0<br>Falloff Decay=2 |- | [[Image:UberAreaLight_falloff_60_120.jpg]] || Intensity=100<br>Falloff Start=60<br>Falloff End=120<br>Falloff Decay=1 |} == FAQ == ==== How does UberAreaLight differ from [[omAreaLight]]? ==== * The UberAreaLight acts like a surface shader--any surface can be light emitting. * omAreaLight was a cheat to approximate an Area Light plane, and really only provides area light-like shadows. * omAreaLight is limited to a rectangular shape * UberAreaLight is mappable (TV screens, soft boxes, etc.) ==== What is the '''''AreaLight - HeadLamp blocker''''' in my scene? ==== * Since ''AreaLight''s are not true lights in the scene, but rather light emitting surfaces, if there is ''only'' an UberAreaLight light source in the scene, DAZStudio will not detect any lights and automatically add a ''HeadLamp'' light for you. By creating a dummy light, we prevent this from happening. If you have other lights in your scene, you may delete the dummy light. You never need more than one dummy light in the scene. 856e811cebf9f40f6559973b2dfdb181724315ec File:UberAreaLight properties.jpg 6 120 167 2010-01-23T08:21:59Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberAreaLight def.jpg 6 121 168 2010-01-23T08:22:14Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberAreaLight samples128.jpg 6 122 169 2010-01-23T08:22:34Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberAreaLight falloff intensity400.jpg 6 123 170 2010-01-23T08:22:51Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberAreaLight falloff 60 120.jpg 6 124 171 2010-01-23T08:23:07Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 OmAreaLight 0 65 172 98 2010-01-23T08:25:21Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7940]] [[Image:OmAreaLight_pp_banner.jpg]] The omAreaLight is a light shader for DAZ Studio allowing you to simulate panel lights, soft boxes, other rectangular light sources such as TVs, florescent lights, etc. The Area Light source provides for realistic soft shadows as well as diffuse wrapped lighting. == User Guide == Bellow is a description of the various controls of the omAreaLight. === Shadows === The look of your shadows will depend greatly on the size/shape of your light source (see the ''Area'' section). In addition to Shadow softness, omAreaLight also allows you to control shadow intensity (opacity) and color. [[Image:OmAreaLight_parms_shadows.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20_shad0-0-1_shadIntensity50.jpg]] || Shadow Color=Blue%%%Shadow Intensity=50% |} === Light Basics === [[Image:OmAreaLight_parms_light_basic.jpg]] The '''Double Sided''' parameter can be used to make the omAreaLight cast light in all directions, similar to an omnidirectional or point light. {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20double.jpg]] || Double Sided=On |} === Area === The size/shape of the omAreaLight is a critical part of getting the look you want. A larger light source will provide softer light and shadow whereas a small light will give you sharper shadows and more direct lighting. Using the '''Area Size X''' and '''Area Size Y''' Parameters, one can also create rectangle shapes to achieve effects as diverse as tube and panel lights. [[Image:OmAreaLight_parms_light_area.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20.jpg]] || Area Size X=20%%%Area Size Y=20 |- | [[Image:OmAreaLight_5x5.jpg]] || Area Size X=5%%%Area Size Y=5 |- | [[Image:OmAreaLight_3x100.jpg]] || Area Size X=3%%%Area Size Y=100 |- | [[Image:OmAreaLight_100x3.jpg]] || Area Size X=100%%%Area Size Y=3 |} ==== Area Samples ==== The Area Samples parameter is the speed vs quality control for the omAreaLight; the higher the value, the better quality shadows and shading you will get at the cost of render speed. [[Image:Alert.png]] When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. === Falloff === The Falloff controls for omAreaLight operate the same way as will the UberPoint light. [[Image:OmAreaLight_parms_light_falloff.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20_falloff0-500-1.jpg]] || Falloff Start=0%%%Fallof End=500%%%Falloff Decay=1 |- | [[Image:OmAreaLight_20x20_falloff0-500-2.jpg]] || Falloff Start=0%%%Fallof End=500%%%Falloff Decay=2 |} === The Light Source === When you load omAreaLight into a Scene you will see that the light has a child object called '''omAreaLight Source 1'''. This is geometry that represents the visible/renderable light source of the area light. If you do not want to see the light source ''plane'' in the render, select '''omAreaLight Source 1''' and hide it (Toggle '''Visible''' to '''off'''). [[Image:OmAreaLight_ui_geo.jpg]] == Render Times == The omAreaLight calculates multiple samples ('''Area Samples''') on the planar surface of the light in order to simulate the Area Light source. This means, the more samples, the longer the render times (and higher quality). Since the shadows are ray traced, scenes that using lots of transparency (ie trans-mapped hairstyles) or containing lots of geometry can result in very long render times. The product page images I rendered were rendered at 650x500 on a Pentium Core Duo (2.2Ghz) Laptop with 3Gb RAM. Images rendered in the 5min-40min range. == Caveats == * The area light provides accurate diffuse and shadows; as the lighting becomes more diffuse, the specular will also become softer. It may be difficult to create a perfectly sharp, square shaped highlight. * omAreaLight uses ray tracing in order to calculate its realistic shadows; this can lead to long render times especially when using large amounts of geometry and transparency. == Tips and Tricks == * Do test renders with a low '''Area Samples''' value like 4 in order to block in light placement and size; bump up to a value like 16 for final renders. * When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. * As you increase the size of the area light, you may need to also increase the intensity. 4396b41a96e5228eefe994c8548d6bf4c51ccff1 File:OmAreaLight parms shadows.jpg 6 125 173 2010-01-23T08:25:41Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:OmAreaLight ui geo.jpg 6 126 174 2010-01-23T08:25:58Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:OmAreaLight 20x20 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210 2010-01-27T04:51:51Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface spec gloss p100.jpg 6 163 211 2010-01-27T04:52:17Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface spec gloss p00.jpg 6 164 212 2010-01-27T04:52:34Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface glossy om p04.jpg 6 165 213 2010-01-27T04:52:58Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface glossy dz p50.jpg 6 166 214 2010-01-27T04:53:15Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:HumanSurface refl strength400 fstrength100 ffalloff5.jpg 6 167 215 2010-01-27T04:53:45Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 3Delight 0 168 216 2010-01-27T04:56:37Z Admin 1 Created page with '3Delight is a Renderman Compliant renderer developed by dna research and is the embedded software renderer for [[DAZStudio]]. == Additional Resources == [http://www.3delight.co…' wikitext text/x-wiki 3Delight is a Renderman Compliant renderer developed by dna research and is the embedded software renderer for [[DAZStudio]]. == Additional Resources == [http://www.3delight.com/en/index.php/products/3delight/3delight_overview 3Delight Home Page] 7d4abf96a1401eef28874277efcfd79ca6627ccd DAZStudio 0 169 217 2010-01-27T04:57:32Z Admin 1 Created page with '[http://www.daz3d.com/i.x/software/studio/-/?&_m=d DAZ Studio] is a '''free''' 3D posing and rendering application that uses [[3Delight]] as its embedded software rendering engin…' wikitext text/x-wiki [http://www.daz3d.com/i.x/software/studio/-/?&_m=d DAZ Studio] is a '''free''' 3D posing and rendering application that uses [[3Delight]] as its embedded software rendering engine. e6055c05966ce8afbe12d050d91e120fb4e25fcf UberVolume 0 76 218 116 2010-01-27T04:59:25Z Admin 1 wikitext text/x-wiki UberVolume is an interior volume shader (in prman speak) for [[DAZStudio]] that allows you to produce a variety of Smoke/Fog/Mist/Cloud affects. == User Guide == === Setup === [[Image:UberVolume_step_by_step.jpg|500px]] UberVolume can be used in several different ways. In order to create a volumetric spotlight, follow these steps: # Create a Spotlight ('''1''') # Double-click the 'Parent Cone to Light' or one of the others marked with '''2''' in the above image. If you would like to apply one of the look presets, you can then: # Select the ''SpotLight 1 Volume'' ('''3''') # Go to surfaces and select the ''SpotLight 1 Volume'' ('''4''') # Double-click on the '''!Uber Volume Dust''', Cloud, etc to apply ('''6''' in the image) # Select whatever effect you want to produce, these can be edited in the surface for strength etc. See below. === Basic Controls === Bellow is a description of the various controls of UberVolume. [[Image:UberVolume_doc_properties.jpg]] ;Color: The Color of the Volume ;Density: The Density of the Volume; The higher the value the more difficult to see through the volume. {| border=1 ! Density 0.01 !! Density 0.02 !! Density 0.05 |- | [[Image:UberVolume_def.jpg]] || [[Image:UberVolume_density02.jpg]] || [[Image:UberVolume_density05.jpg]] |} ;Volume Start/End: Min/Max distance the light will penetrate the volume. Leaving these values small/large will ensure the entire volume is used. ;Step Size: This is the main speed/quality control and represents how often the volume is sampled along the light ray. Small values will mean many samples and smooth transitions; Large values can lead to grainy images and fast renders. {| border=1 ! Step Size 1.0 !! Step Size 8.0 |- | [[Image:UberVolume_def.jpg]] || [[Image:UberVolume_steps8.jpg]] |} ;Scatter: The Color that is scattered, tinting the background the complementary (opposite) color of the scatter color. {| border=1 ! Scatter Blue !! Scatter Orange |- | [[Image:UberVolume_scatter001.jpg]] || [[Image:UberVolume_scatter150.jpg]] |} === Smoke Controls === Adding smoke will add a 3D noise texture to the Volume. ;Strength:This is a mix value between an even volume and the smoke pattern. {| border=1 ! Strength 0 !! Strength 50 !! Strength 100 |- | [[Image:UberVolume_density02.jpg]] || [[Image:UberVolume_smoke050.jpg]] || [[Image:UberVolume_smoke100.jpg]] |} ;Detail:The amount of detail in the smoke. Low detail can look puffy while high detail can look more wispy. {| border=1 ! Detail 1 !! Detail 10 !! Detail 20 |- | [[Image:UberVolume_smoke100.jpg]] || [[Image:UberVolume_smoke100_detail10.jpg]] || [[Image:UberVolume_smoke100_detail20.jpg]] |} ;Scale:The size of the noise pattern. Large scale can look more like clouds while scale values can produce a dusty look. {| border=1 ! Scale 1 !! Scale 10 !! Scale 20 |- | [[Image:UberVolume_smoke100_scale01.jpg]] || [[Image:UberVolume_smoke100.jpg]] || [[Image:UberVolume_smoke100_scale20.jpg]] |} ;Contrast:The Contrast between the smoke/empty areas. A high value produces hard transitions. {| border=1 ! Contrast 1 !! Contrast 5 !! Contrast 20 |- | [[Image:UberVolume_smoke100.jpg]] || [[Image:UberVolume_smoke100_contrast05.jpg]] || [[Image:UberVolume_smoke100_contrast20.jpg]] |} == Tips and Tricks == * [[Image:Alert.png]] One of the limitations of an ''interior shader'' is that the '''camera cannot be inside the volume'''. Otherwise the atmospheric effect goes away. * Give your volume color by using lights that support texture maps/gells like [[UberSpot]] and [[UberPoint]]. 8a0c78393aaa88a62cce992a833d8e32eb1be593 UberSurface 0 4 219 108 2010-01-27T05:01:36Z Admin 1 wikitext text/x-wiki == Product Description == UberSurface is an upgrade of the [[HumanSurface]] shader and has all of the same controls with the addition of layered anisotropic specular and diffuse roughness. '''New Features''' include: * Layered Anisotropic Specular. * Diffuse Roughness control * Subsurface can render when Diffuse is not active. * Improved handling of single-sided geometry (hair). * ''Fantom'' and ''Raytrace'' visibility controls. == User Guide == Please see the '''[[HumanSurface]]''' page which covers all controls that are not described here; UberSurface has all of the controls that [[HumanSurface]] does...and more. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} {{#ev:youtube|HaPcERbn_wY}} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == *In order to emulate some of the hair properties as outlined in the Siggraph 03 paper [http://graphics.stanford.edu/papers/hair/ Light Scattering from Human Hair Fibers], I recommend the following: ** Make the '''Primary Specular''' fairly tight and white in color ** Make the '''Secondary Specular''' wider and use the diffuse maps to color the highlight. * If you do not want to futz with the setting but want great hair, check out [[UberHair]] d276196123279fde9e3c6419d84dde9cc1adc7b3 UberAreaLight 0 66 220 166 2010-01-27T05:03:48Z Admin 1 wikitext text/x-wiki The UberAreaLight uses true geometry based Area Lights to turn any piece of geometry in to a light casting object. == User Guide == The UberAreaLight is used like a surface shader preset rather than a light. This may seem odd at first, but the UberAreaLight turns any surface into a light and does '''not''' create a traditional light in the scene. In order to apply the UberAreaLight, the steps are the same as applying a Shader Preset: # Select the Node in the ''Scene'' outline. # Select the Material in the ''Surfaces'' window. # Double-click the UberAreaLight preset. The controls will be available on the '''surface''' rather than the a light in the scene. [[Image:UberAreaLight_properties.jpg]] === Samples === The Samples control is the speed vs. quality control; A low number of samples will give you quick renders and is good to use during test renders. In order to eliminate noise artifacts, the samples will need to be increased. A couple guidelines: * Use a low number of samples during test renders. * 3D geometry will generally require more samples that 2D (sphere vs plane). * Generally speaking, more samples will be needed, the larger your geometry is. {| border=1 ! Samples 8 !! Samples 128 |- | [[Image:UberAreaLight_def.jpg]] || [[Image:UberAreaLight_samples128.jpg]] |} === Falloff === The falloff controls for UberAreaLight will similar to those on my other lights--[[UberPoint]], [[omAreaLight]], etc. {| border=1 | [[Image:UberAreaLight_falloff_intensity400.jpg]] || Intensity=400<br>Falloff Start=0<br>Falloff End=0<br>Falloff Decay=2 |- | [[Image:UberAreaLight_falloff_60_120.jpg]] || Intensity=100<br>Falloff Start=60<br>Falloff End=120<br>Falloff Decay=1 |} == FAQ == ==== How does UberAreaLight differ from [[omAreaLight]]? ==== * The UberAreaLight acts like a surface shader--any surface can be light emitting. * [[omAreaLight]] was a cheat to approximate an Area Light plane, and really only provides area light-like shadows. * [[omAreaLight]] is limited to a rectangular shape * UberAreaLight is mappable (TV screens, soft boxes, etc.) ==== What is the '''''AreaLight - HeadLamp blocker''''' in my scene? ==== * Since ''AreaLight''s are not true lights in the scene, but rather light emitting surfaces, if there is ''only'' an UberAreaLight light source in the scene, DAZStudio will not detect any lights and automatically add a ''HeadLamp'' light for you. By creating a dummy light, we prevent this from happening. If you have other lights in your scene, you may delete the dummy light. You never need more than one dummy light in the scene. 3c064773a1fadd0cf569730b999d4aef08d91957 OmAreaLight 0 65 221 172 2010-01-27T05:05:59Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7940]] [[Image:OmAreaLight_pp_banner.jpg]] The omAreaLight is a light shader for DAZ Studio allowing you to simulate panel lights, soft boxes, other rectangular light sources such as TVs, florescent lights, etc. The Area Light source provides for realistic soft shadows as well as diffuse wrapped lighting. == User Guide == Bellow is a description of the various controls of the omAreaLight. === Shadows === The look of your shadows will depend greatly on the size/shape of your light source (see the ''Area'' section). In addition to Shadow softness, omAreaLight also allows you to control shadow intensity (opacity) and color. [[Image:OmAreaLight_parms_shadows.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20_shad0-0-1_shadIntensity50.jpg]] || Shadow Color=Blue<br>Shadow Intensity=50% |} === Light Basics === [[Image:OmAreaLight_parms_light_basic.jpg]] The '''Double Sided''' parameter can be used to make the omAreaLight cast light in all directions, similar to an omnidirectional or point light. {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20double.jpg]] || Double Sided=On |} === Area === The size/shape of the omAreaLight is a critical part of getting the look you want. A larger light source will provide softer light and shadow whereas a small light will give you sharper shadows and more direct lighting. Using the '''Area Size X''' and '''Area Size Y''' Parameters, one can also create rectangle shapes to achieve effects as diverse as tube and panel lights. [[Image:OmAreaLight_parms_light_area.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20.jpg]] || Area Size X=20<br>Area Size Y=20 |- | [[Image:OmAreaLight_5x5.jpg]] || Area Size X=5<br>Area Size Y=5 |- | [[Image:OmAreaLight_3x100.jpg]] || Area Size X=3<br>Area Size Y=100 |- | [[Image:OmAreaLight_100x3.jpg]] || Area Size X=100<br>Area Size Y=3 |} ==== Area Samples ==== The Area Samples parameter is the speed vs quality control for the omAreaLight; the higher the value, the better quality shadows and shading you will get at the cost of render speed. [[Image:Alert.png]] When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. === Falloff === The Falloff controls for omAreaLight operate the same way as will the UberPoint light. [[Image:OmAreaLight_parms_light_falloff.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20_falloff0-500-1.jpg]] || Falloff Start=0<br>Fallof End=500<br>Falloff Decay=1 |- | [[Image:OmAreaLight_20x20_falloff0-500-2.jpg]] || Falloff Start=0<br>Fallof End=500<br>Falloff Decay=2 |} === The Light Source === When you load omAreaLight into a Scene you will see that the light has a child object called '''omAreaLight Source 1'''. This is geometry that represents the visible/renderable light source of the area light. If you do not want to see the light source ''plane'' in the render, select '''omAreaLight Source 1''' and hide it (Toggle '''Visible''' to '''off'''). [[Image:OmAreaLight_ui_geo.jpg]] == Render Times == The omAreaLight calculates multiple samples ('''Area Samples''') on the planar surface of the light in order to simulate the Area Light source. This means, the more samples, the longer the render times (and higher quality). Since the shadows are ray traced, scenes that using lots of transparency (ie trans-mapped hairstyles) or containing lots of geometry can result in very long render times. The product page images I rendered were rendered at 650x500 on a Pentium Core Duo (2.2Ghz) Laptop with 3Gb RAM. Images rendered in the 5min-40min range. == Caveats == * The area light provides accurate diffuse and shadows; as the lighting becomes more diffuse, the specular will also become softer. It may be difficult to create a perfectly sharp, square shaped highlight. * omAreaLight uses ray tracing in order to calculate its realistic shadows; this can lead to long render times especially when using large amounts of geometry and transparency. == Tips and Tricks == * Do test renders with a low '''Area Samples''' value like 4 in order to block in light placement and size; bump up to a value like 16 for final renders. * When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. * As you increase the size of the area light, you may need to also increase the intensity. 6cc7b59e47fd6bc42e28ab3bdf5efa15d490fcbb UberEnvironment 0 51 222 83 2010-01-27T05:13:21Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=6337]] UberEnvironment light shader and textures for allowing realistic lighting control in DAZStudio. '''Also see the [[UberEnvironmentFAQs]] page for frequently asked questions''' '''[[UberEnvironment2]]''' is also available. ==Product Description== [[File:UberEnvironment_pp01_lo.jpg]] UberEnvironment is a 3Delight light shader designed for Ambient and Environmental lighting effects through the use of ambient occlusion with optional bent normals, as well as [http://en.wikipedia.org/wiki/Image_based_lighting Image Based Lighting] using [http://en.wikipedia.org/wiki/High_dynamic_range_imaging HDRI] (Environment Maps). ===Features=== * Ambient Occlusion ** Occlusion Samples ** Shading Rate control ** Irradiance Max Error * Environment Mapping ** Bent Normal Support ** Saturation ** Contrast * Included 4 HDR convolved lat/long Environment Maps ** KHPark_EnvM.tif ** Kitchen_EnvM.tif ** LightDome_EnvM.tif ** Sunset_EnvM.tif * 5 Quality Presets for quick tuning of render time/image quality ** XLo ** Lo ** Med ** Hi ** XHi ===Parameters=== [[Image:UberEnvironment_sg_params.jpg|left]] {| border="1" ! Parameters !! Description |- ! Intensity | The intensity of the light |- ! Intensity Scale | Light intensity multiplier |- ! colspan=2 | Map Controls |- ! Saturation | The saturation of the Color (Environment) Map. |- ! Contrast | The contrast of the Color (Environment) Map. |- ! colspan=2 | Raytracing |- ! Ray trace | (On/Off) This turns on ray tracing, which is a slow but accurate way of calculating shading using ambient occlusion. |- ! Bent Normals | Do the Environment Map lookup using the ''bent normal''. This only applies when using a mapped light color. |- ! Occlusion Strength | The strength of the occlusion effect (The darkness of the shadows). |- ! Occlusion Color | The color of the occlusion effect (The color of the shadows). |- ! Occlusion Samples | The number of rays used in the occlusion calculation. Higher number = Higher quality = Slower renders. |- ! colspan=2 | Advanced |- ! Shading Rate | This is the shading rate used only for occlusion. Higher number = Lower quality = Faster renders |- ! Max Error | The 3Delight Irradiance Max Error. Higher number = Lower quality = Faster renders |- ! Maximum Trace Distance | The maximum distance a ray will be allowed to travel and be considered in occlusion. Smaller numbers will produce finer detail occlusion. |} For further information on the Advanced controls, see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation 3Delight docs]. ==Using UberEnvironment== ===Ambient Occlusion Effects=== [[Image:alert.png]] Ambient Occlusion uses ray tracing which can lead to long render times. [[Image:UberEnvironment_pp02_lo.jpg|frame| An ambient occlusion render]] The UberEnvironment shader can be used to achieve ambient occlusion effects. This can be done by doing the following: # Add an UberEnvironment light to your scene. # By default, the light will be setup to render with Ambient Occlusion. # Do a test render. ===Image Based Lighting Effects=== UberEnvironment allows you to use a image map, or Environment Map as I will refer to it. This is an image file that describes light color and intensity based on direction. # Select one of the Environment Map presets (Sunset for example). # Turn ''raytracing'' off. If you are going for subtle ambient lighting, you may not need to take the hit for raytracing. # [[Image:alert.png]] Rotating/Translating the light will not change the rendered image. Rotate the scene to get the desired placement of the Environment lighting. # If raytracing is necessary, turn it on and use the provided quality presets to optimize your render. ====The Included Environment Maps==== [[Image:UberEnvironment_pp03map_med.jpg|frame|'''Figure 2''' Sample renders showing the '''4 included environment maps'''. The top two (''KHPark'' and ''Kitchen'') Are derived from HDR photos That I took. The bottom two were painted to get a specific effect.]] [[File:UberEnvironment_pp04_med.jpg|frame|'''Figure 3''']] '''Figure 3''' shows the '''original HDRI''' before they were made into Environment Maps. You will notice that the Environments are very small and blurry but this is intentional as we are simulating diffuse lighting with these maps. ==Tips and Tricks== * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, turn off ''raytracing'' initially. When you are satisfied with your light placement after doing some test renders, turn raytracing back on for the full effect. ==Developer Notes== ===Creating Environment Maps=== [[Image:Tip.gif]] The '''omHdrConverter''' is now freely available on the [[Downloads]] page to make this process less painful. Technical details follow... In order to correctly create custom Environment Maps with UberEnvironment, the following must happen: * The map must be in Lat/Long (or latitude/longitude) format. * The source image can be in any tdlmake supported format; TIFF, JPEG, OpenEXR, HDR, etc. I use HDR. * For best results the source image should be ''convolved'' or spherically blurred in order to best simulate diffuse lighting. This can be done with a free application such as HDRShop. ('''Figure 3''' above shows the result of this process) * The 3Delight utility '''tdlmake''' must be run on the source image manually with the -envlatl option and output in .tif format in order to create an image that DazStudio can see, and that is optimized for 3Delight. For further information '''tdlmake''', see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation 3Delight docs ]. 956f5259a2af855ace395a019e5609e0f0d63248 UberEnvironmentFAQs 0 170 223 2010-01-27T05:19:41Z Admin 1 Created page with '==== What versions of DazStudio is [[UberEnvironment]] compatible with? ==== [[UberEnvironment]] will work in 1.8, although a bug in this version will prevent you from seeing th…' wikitext text/x-wiki ==== What versions of DazStudio is [[UberEnvironment]] compatible with? ==== [[UberEnvironment]] will work in 1.8, although a bug in this version will prevent you from seeing the '''''Occlusion Samples''''' label. ==== Can I use HDR files as environment maps? ==== You will have to convert them first using '''tdlmake'''. You can feed the shader a non-converted tiff/jpg/etc and it will render, but the renderer with think the image is a standard texture--not an environment map--and will render differently (incorrect). As environment maps are in a latitude/longitude format, '''tdlmake''' must be called with special arguments, disallowing us from using the build-it DAZStudio conversion. I am hopeful that future versions of DAZStudio will help us avoid this painful workflow. To create an HDR that will render properly, you will have to follow the steps as outlined in the [[UberEnvironment | Creating Environment Maps]] section. ==== Do I have to use HDRI/Environment Maps with UberEnvironment? ==== No. You will then be limited to the light color and the shadow color and will get an image looking something like this: [[Image:UberEnvironment_pp02_lo.jpg]] The shader is using ray tracing, so if you are using mapped domes or other objects in the scene, they will be considered in the occlusion. ==== What are render times like? ==== The main promotional image was rendered at 650x500 using the ''Hi'' quality settings. This render (at full resolution, '''not''' small icon pictured below) took ~16min on a 3Ghx P4 with 1Gb RAM. Many factors, like transparency (trans-mapped hairstyles) will also slow the performance of the shader. [[Image:UberEnvironment_pp01_lo.jpg]] ==== Do I have to use Ray Tracing? ==== No. You can get quick, nice results by turning off raytracing and using an environment map. Only turn ray tracing on if you ''need'' it. ==== Can I use light probe environment maps? ==== The environment map must be in Latitude/Longitude format. If you have a light probe, or cross, or whatever, you will need to convert to lat/lon (using something like HDRShop) before going through tdlmake. fbb983579ff2477b9028963c3c325c7936e71e8b Downloads 0 171 224 2010-01-27T05:30:54Z Admin 1 Created page with ''''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done …' wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == omNodeTools == [[Image:OmNodeTools.jpg]] ;08-09-07omNodeTools.zip (8.28 Kb): A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;081013_omHdrConverter.zip (32 Kb): omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 4f612f02982fc642cc03ff0e6498c502727b9f2d 232 224 2010-01-27T06:11:21Z Admin 1 wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[File:081013_omHdrConverter.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[File:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 9f0ffa9d0ace3c9eac0142f7c439173ad953f57a 234 232 2010-01-27T06:17:45Z Admin 1 wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 488a68a661910acb1d651e48cec2a4e865ae52b2 File:OmHDRConverterIcon.jpg 6 172 225 2010-01-27T05:31:04Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:OmNodeTools.jpg 6 173 226 2010-01-27T05:31:19Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 News 0 174 227 2010-01-27T05:58:04Z Admin 1 Created page with ''''omnifreaker.com''' has be re-done! You will find much of the same info, but hopefully the site is more responsive. == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg…' wikitext text/x-wiki '''omnifreaker.com''' has be re-done! You will find much of the same info, but hopefully the site is more responsive. == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == {img src=http://www-cache.daz3d.com/store/item_file/8969/med_popup_1.jpg?nocache=1 link=http://www.daz3d.com/i/3d-models/-/daz-studio-3?item=8969} The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. c221ceb2f1ee39ad9bd586a327b2b8738e9aca2a 228 227 2010-01-27T05:58:44Z Admin 1 /* DAZStudio Advanced powered by omnifreaker */ wikitext text/x-wiki '''omnifreaker.com''' has be re-done! You will find much of the same info, but hopefully the site is more responsive. == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 175da47322485c43501ba57797e4e335a9f1441d 235 228 2010-02-28T07:12:03Z Admin 1 wikitext text/x-wiki '''omnifreaker.com''' has been re-done! You will find much of the same info, but hopefully the site is more responsive. == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. a7e96f68cd1bb3a6cae7b53458d26f2335e9323a File:UberHair pp01 med.jpg 6 175 229 2010-01-27T05:59:09Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 MediaWiki:Sidebar 8 5 230 21 2010-01-27T06:01:28Z Admin 1 wikitext text/x-wiki * navigation ** News|Home ** Products|Products ** Tutorials|Tutorials ** Downloads|Downloads ** Contact|Contact ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGES b6b2c15e0eed18c9a1373dca500add2d521451b0 File:081013 omHdrConverter.zip 6 176 231 2010-01-27T06:09:34Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:080907 omNodeTools.zip 6 177 233 2010-01-27T06:14:57Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberSoftLightKit 0 178 236 2010-06-09T05:21:14Z Admin 1 Created page with '[[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberSoftLight_banner.jpg]] UberSoftLightKit is a revolutionary lighting kit that gives…' wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberSoftLight_banner.jpg]] UberSoftLightKit is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. UberSoftLightKit includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise fashion. == User Guide == The UberSoftLightKit is comprised of the following 3 light types: === UberSoftBase === This is the master light which contains the principal shadowing and sky controls. === UberSoftPoint === === UberSoftDistant === == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. 39f5adb9c91cdd55a41c11d648c55801055c8faa 237 236 2010-06-16T06:30:46Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberSoftLight_banner.jpg]] UberSoftLightKit is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. UberSoftLightKit includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. == User Guide == The UberSoftLightKit is comprised of the following 3 light types: === UberSoftBase === This is the master light which contains the principal shadowing and sky controls. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.png]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. === UberSoftPoint and UberSoftDistant === These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. af9de828d199b89b0fa014c877576c5a4101f461 238 237 2010-06-18T04:47:56Z Admin 1 moved [[UberSoftLight]] to [[UberSoftLightKit]]:&#32;It is really a kit.... wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberSoftLight_banner.jpg]] UberSoftLightKit is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. UberSoftLightKit includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. == User Guide == The UberSoftLightKit is comprised of the following 3 light types: === UberSoftBase === This is the master light which contains the principal shadowing and sky controls. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.png]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. === UberSoftPoint and UberSoftDistant === These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. af9de828d199b89b0fa014c877576c5a4101f461 240 238 2010-06-18T07:22:56Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberSoftLight_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The unique system of inter-working lights allows the fle == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: === UberSoftBase === This is the master light which contains the principal shadowing and sky controls. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.png]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. === UberSoftPoint and UberSoftDistant === These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. 155d04bb89dc3bf8ca81d14369b152374bbd222f 241 240 2010-06-18T07:30:57Z Admin 1 wikitext text/x-wiki ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The unique system of inter-working lights allows the fle == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: === UberSoftBase === This is the master light which contains the principal shadowing and sky controls. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Alert.png]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. === UberSoftPoint and UberSoftDistant === These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. 18ed706b8d0a568dbdefbf76df7e9a865a480fc2 242 241 2010-06-24T03:34:57Z Admin 1 wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The unique system of inter-working lights allows the fle == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] This is the master light which contains the principal shadowing and sky controls. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Alert.png]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. 424c68c702cd5ee9c86aac89fd2e98dbe580929e 253 242 2010-06-24T04:47:09Z Admin 1 /* User Guide */ wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The unique system of inter-working lights allows the fle == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Alert.png]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] [[Image:Uslk_wedge_wrap_falloff.jpg]] [[Image:Uslk_wedge_wrap.jpg]] [[Image:Uslk_wedge_directional_lighting.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. 69856290d74af12ecbfa59f00690b56389d0c2b3 UberSoftLight 0 179 239 2010-06-18T04:47:56Z Admin 1 moved [[UberSoftLight]] to [[UberSoftLightKit]]:&#32;It is really a kit.... wikitext text/x-wiki #REDIRECT [[UberSoftLightKit]] 193dca5e0279a88a71c6a3bc105c9168ae7afbf3 File:UberSoftLightKit banner.jpg 6 180 243 2010-06-24T03:35:24Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSoftMaster ui.jpg 6 181 244 2010-06-24T03:36:12Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:UberSoftDistant ui.jpg 6 182 245 2010-06-24T03:36:43Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslk wedge horizon height.jpg 6 183 246 2010-06-24T03:47:31Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslk wedge occlusion softness.jpg 6 184 247 2010-06-24T03:47:58Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslk wedge sky color.jpg 6 185 248 2010-06-24T03:48:11Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslk wedge wrap.jpg 6 186 249 2010-06-24T03:48:34Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslk wedge wrap falloff.jpg 6 187 250 2010-06-24T03:49:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslk wedge directional lighting.jpg 6 188 251 2010-06-24T03:49:15Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslk wedge directional shadowing.jpg 6 189 252 2010-06-24T03:49:35Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberSoftLightKit 0 178 254 253 2010-06-24T05:03:51Z Admin 1 /* User Guide */ wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The unique system of inter-working lights allows the fle == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. 5e416c501c28633b06453a0a30273f89f55f8087 255 254 2010-06-24T05:11:42Z Admin 1 wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The unique system of inter-working lights allows the fle == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. 0a0f3cd9643278639081489712ecc4c62fb3d56f 256 255 2010-06-25T06:00:18Z Admin 1 wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. 43d2313cf2072e6acd52ee81cc880d2ff481b054 257 256 2010-07-02T06:01:32Z Admin 1 /* Falloff */ wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = inverse squared falloff (faster falloff) * When End is <= Start, falloff will be infinite * All units are in cm; 100 = 1m == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. b6dcdbd8ecbe226c94617050654abdbdf0a82ccf 260 257 2010-07-02T15:43:49Z Admin 1 wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = inverse squared falloff (faster falloff) * When End is <= Start, falloff will be infinite * All units are in cm; 100 = 1m == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. == Related Links == * [http://forum.daz3d.com/viewtopic.php?t=142102&sid=e9ff72c32a853d6ab14760c5ca0feaaf daz3d forum topic] db835b46e7e0a24bef91d4358315322ecf0a2639 261 260 2010-07-02T15:48:51Z Admin 1 /* Falloff */ wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = [http://en.wikipedia.org/wiki/Inverse-square_law inverse squared] falloff (faster falloff) Other Falloff notes: * The default settings are set to me the most "physically accurate" but the idea is to give you maximum control over the look. * When End is <= Start, falloff will be infinite. Providing a falloff with speed up your renders. * All units are in cm; 100 = 1m == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. == Related Links == * [http://forum.daz3d.com/viewtopic.php?t=142102&sid=e9ff72c32a853d6ab14760c5ca0feaaf daz3d forum topic] 59b4524ac48fd773225607b9262947552f4d7e3e 269 261 2010-07-20T14:42:36Z Admin 1 /* User Guide */ wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = [http://en.wikipedia.org/wiki/Inverse-square_law inverse squared] falloff (faster falloff) Other Falloff notes: * The default settings are set to me the most "physically accurate" but the idea is to give you maximum control over the look. * When End is <= Start, falloff will be infinite. Providing a falloff with speed up your renders. * All units are in cm; 100 = 1m === Instructional Videos === A couple instructional videos are available on my [http://www.youtube.com/user/omnifreaker YouTube channel]: {{#ev:youtube|odwUDKrdJEU}} 1 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video covers the main "Uber Soft Master" light which controls the shadows and sky controls of the light shader for DAZ Studio. {{#ev:youtube|lt0GRSuCqqo}} 2 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video delves in the controls of the "Uber Soft Distant" and "Uber Soft Point" lights in the kit. These lights allow for pseudo area lights via light wrapping controls as well as advanced falloff controls via custom light shaders for DAZ Studio. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. == Related Links == * [http://forum.daz3d.com/viewtopic.php?t=142102&sid=e9ff72c32a853d6ab14760c5ca0feaaf daz3d forum topic] e529a0a8b7b5894062bfdd5b229549ea90f47f7d 270 269 2010-07-20T14:45:05Z Admin 1 wikitext text/x-wiki [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = [http://en.wikipedia.org/wiki/Inverse-square_law inverse squared] falloff (faster falloff) Other Falloff notes: * The default settings are set to me the most "physically accurate" but the idea is to give you maximum control over the look. * When End is <= Start, falloff will be infinite. Providing a falloff with speed up your renders. * All units are in cm; 100 = 1m * [[Image:Alert.png]] My free [[Downloads|OmNodeTools]] can be used to measure distances between objects in order to help you determine falloff. === Instructional Videos === A couple instructional videos are available on my [http://www.youtube.com/user/omnifreaker YouTube channel]: {{#ev:youtube|odwUDKrdJEU}} 1 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video covers the main "Uber Soft Master" light which controls the shadows and sky controls of the light shader for DAZ Studio. {{#ev:youtube|lt0GRSuCqqo}} 2 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video delves in the controls of the "Uber Soft Distant" and "Uber Soft Point" lights in the kit. These lights allow for pseudo area lights via light wrapping controls as well as advanced falloff controls via custom light shaders for DAZ Studio. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. == Related Links == * [http://forum.daz3d.com/viewtopic.php?t=142102&sid=e9ff72c32a853d6ab14760c5ca0feaaf daz3d forum topic] 167369282da5ecda90a45511c0628ff566435a07 271 270 2010-07-21T04:48:07Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10973]] [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = [http://en.wikipedia.org/wiki/Inverse-square_law inverse squared] falloff (faster falloff) Other Falloff notes: * The default settings are set to me the most "physically accurate" but the idea is to give you maximum control over the look. * When End is <= Start, falloff will be infinite. Providing a falloff with speed up your renders. * All units are in cm; 100 = 1m * [[Image:Alert.png]] My free [[Downloads|OmNodeTools]] can be used to measure distances between objects in order to help you determine falloff. === Instructional Videos === A couple instructional videos are available on my [http://www.youtube.com/user/omnifreaker YouTube channel]: {{#ev:youtube|odwUDKrdJEU}} 1 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video covers the main "Uber Soft Master" light which controls the shadows and sky controls of the light shader for DAZ Studio. {{#ev:youtube|lt0GRSuCqqo}} 2 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video delves in the controls of the "Uber Soft Distant" and "Uber Soft Point" lights in the kit. These lights allow for pseudo area lights via light wrapping controls as well as advanced falloff controls via custom light shaders for DAZ Studio. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. == Related Links == * [http://forum.daz3d.com/viewtopic.php?t=142102&sid=e9ff72c32a853d6ab14760c5ca0feaaf daz3d forum topic] 1964b0458997e63eb30a218686e584d03a941de4 272 271 2010-07-21T04:51:06Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10973]] [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = [http://en.wikipedia.org/wiki/Inverse-square_law inverse squared] falloff (faster falloff) Other Falloff notes: * The default settings are set to me the most "physically accurate" but the idea is to give you maximum control over the look. * When End is <= Start, falloff will be infinite. Providing a falloff with speed up your renders. * All units are in cm; 100 = 1m * [[Image:Alert.png]] My free [[Downloads|OmNodeTools]] can be used to measure distances between objects in order to help you determine falloff. === Instructional Videos === A couple instructional videos are available on my [http://www.youtube.com/user/omnifreaker YouTube channel]: {{#ev:youtube|odwUDKrdJEU}} 1 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video covers the main "Uber Soft Master" light which controls the shadows and sky controls of the light shader for DAZ Studio. {{#ev:youtube|lt0GRSuCqqo}} 2 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video delves in the controls of the "Uber Soft Distant" and "Uber Soft Point" lights in the kit. These lights allow for pseudo area lights via light wrapping controls as well as advanced falloff controls via custom light shaders for DAZ Studio. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. == Related Links == * [http://forum.daz3d.com/viewtopic.php?t=142102&sid=e9ff72c32a853d6ab14760c5ca0feaaf daz3d forum topic] ef7eb221c75310fd4f20c1659caec71be0627eee File:Uslk cellar 01.jpg 6 190 258 2010-07-02T15:38:35Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 News 0 174 259 235 2010-07-02T15:40:35Z Admin 1 wikitext text/x-wiki '''omnifreaker.com''' has been re-done! You will find much of the same info, but hopefully the site is more responsive. == Coming Soon--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar_01.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. f7ff31512be90a598ee9378e41bc92012b662cab 274 259 2010-07-21T04:52:26Z Admin 1 /* Coming Soon--UberSoftLightKit */ wikitext text/x-wiki '''omnifreaker.com''' has been re-done! You will find much of the same info, but hopefully the site is more responsive. == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar_01.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. fff8a3453e7911dfff29a24558628a81cdc42c5b 288 274 2010-10-09T03:45:18Z Admin 1 wikitext text/x-wiki == New Release--[[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 6089deb60ab0c95a27f17a43e36cb360c0e8c361 UberEnvironment2 0 67 262 154 2010-07-20T05:33:12Z Admin 1 /* User Guide */ wikitext text/x-wiki UberEnvironment2 provides the next generation of HDR/IBL/Environment lighting in DAZStudio. == User Guide == === Whats new in UberEnvironment2 === * Rotating the light will now affect light direction. * Shadows can now be directional based on EnvironmentMap. * Added ability to use indirect or bounced light with HDRI. This provides easy access to realistic and subtle lighting effects as energy is transmitted and reflected through the scene. * GI mode for adding bounce to a scene without IBL. * Added bias control which can help to prevent possible artifacts from finely detailed geometry/displacement. [[Image:UberEnvironment2_properties.jpg]] === Visualization === UberEnvironment2 will load sphere object in your scene. The sphere is there to help you visualize the image based lighting; if you have a hot spot in your HDRI, you can rotate the light to change the 'key' direction. This is especially useful when using a ''directional shadow'' mode. [[Image:Tip.gif]] It is sometimes more helpful to scale down the '''EnvironmentSphere''' so it can be seen in camera. === Environment Mode === One of the most critical settings for UberEnvironment2 is the '''Environment Mode''' [[Image:Alert.png]] Direction Shadows can only be achieved by using an EnvironmentMap. If the Light Color is not mapped, the direction of the light source is uniform and so the shadows will be as well. Directional Shadows are achieved by examining the HDR and sampling the map where the map has the highest values. ==== Ambient (No Ray Tracing) ==== The Ambient mode will apply color without any raytraced shadows. This mode can be used with an environment map and at the least can used as more desirable alternative to using ''Ambient'' on the surfaces. [[Image:Tip.gif]] Use this mode to quickly position HDR before turning on occlusion and taking the hit for raytracing. {| border=1 ! Ambient (No Ray Tracing) !! With EnvironmentMap |- | [[Image:UberEnvironment2_ambient.jpg]] || [[Image:UberEnvironment2_ambient_tex.jpg]] |} ==== Occclusion ==== {| border=1 ! Occlusion w/Soft Shadows (No EnvironmentMap) |- | [[Image:UberEnvironment2_occ_notex.jpg]] |} {| border=1 ! Occlusion w/Soft Shadows !! Occlusion w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_occ.jpg]] || [[Image:UberEnvironment2_occ_dir.jpg]] || [[Image:UberEnvironment2_occ_dir_rot1.jpg]] |} ==== Indirect Lighting ==== The Indirect Lighting mode gives you a similar look to using ''Occlusion'' with the addition of indirect lighting or bounce light. {| border=1 ! Indirect Lighting w/Soft Shadows !! Indirect Lighting w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_indirect.jpg]] || [[Image:UberEnvironment2_indirect_dir.jpg]] || [[Image:UberEnvironment2_indirect_dir_rot1.jpg]] |} ==== Bounce Light (GI) ==== The previous methods are meant to be used primarily with Image Based Lighting--that is the lighting is being driven primarily by an image. This last method is designed to be used to '''''enhance''''' traditional lighting scenes. When using this mode, spotlights, point lights, etc should be the main source of light. [[Image:UberEnvironment2_gi.jpg]] A single UberSpot is the primary source of light. The light reflected from the ground into the teapot is provided by UberEnvironment2 === Instructional Video === {{#ev:youtube|AlKMMeTY3h8}} == Tips and Tricks == * Under ''Render->Advanced'', make sure '''Max Raytrace Depth''' is set to as low a value as possible; usually 1 or 2 will work. High values will dramatically increase render times. * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, use the ''Ambient'' mode initially. When you are satisfied with your light placement/direction after doing some test renders, turn raytracing back on for the full effect. * Transparent objects will slow down UE2 (ie hair). You may wand to use [[UberSurface]] and turn '''Raytrace''' ''Off'' so that the hair is not seen be UberEnvironment2 in order to speed up your renders. == Related Links == * [[UberEnvironment]] * [[UberSpot]] * [[UberPoint]] * [[UberAreaLight]] == FAQ == ==== Is UberEnvironment2 compatible with [[RenderThrottle]]? ==== * Yes. 2152855ad2ed09488249326542ad09f9f70f1381 OmNodeTools 0 191 263 2010-07-20T06:25:32Z Admin 1 Created page with 'A few scripts to simplify some common actions. == Copy == * Select multiple objects. * Double click the 'Copy' script. * All properties of the primary selection will be copied …' wikitext text/x-wiki A few scripts to simplify some common actions. == Copy == * Select multiple objects. * Double click the 'Copy' script. * All properties of the primary selection will be copied to all secondary selections. == Snap == * Snap All secondary selections to primary == Distance == * Measure the distance between 2 selected objects f36035f6f2486bdc8ee4e0db7fe84bf2d8b75e38 264 263 2010-07-20T06:31:16Z Admin 1 wikitext text/x-wiki A few scripts to simplify some common actions. A node is any single object in the outliner such as a light, bone, null, etc. The ((OmNodeTools)) are designed to operate based on node selection. == Installation == * Copy the 'content' folder into the location of a prefered DAZ|Studio content directory * The scripts will live in content/Scripts/omNodeTools == User Guide == === Copy === * Select multiple objects. * Double click the 'Copy' script. * All properties of the primary selection will be copied to all secondary selections. === Distance === * Select 2 objects. * Double click the 'Distance' script. * A window will display the distance value. === Snap === * Select multiple objects. * Double click the 'Snap' script. * All secondary selections will 'snap' to the world position and rotation of the primary selection. == Release Notes == ; July 19, 2010: Updated to work with DAZ Studio version 3.0+ 28bdb9aa8246331f7ddb2b751bb86ad15336cf29 265 264 2010-07-20T06:32:13Z Admin 1 wikitext text/x-wiki A few scripts to simplify some common actions. A node is any single object in the outliner such as a light, bone, null, etc. The [[OmNodeTools]] are designed to operate based on node selection. == Installation == * Copy the 'content' folder into the location of a prefered DAZ|Studio content directory * The scripts will live in content/Scripts/omNodeTools == User Guide == === Copy === * Select multiple objects. * Double click the 'Copy' script. * All properties of the primary selection will be copied to all secondary selections. === Distance === * Select 2 objects. * Double click the 'Distance' script. * A window will display the distance value. === Snap === * Select multiple objects. * Double click the 'Snap' script. * All secondary selections will 'snap' to the world position and rotation of the primary selection. == Release Notes == ; July 19, 2010: Updated to work with DAZ Studio version 3.0+ 994c288eb6dd2a70dc78a94167f7d7e3881711a4 268 265 2010-07-20T06:47:09Z Admin 1 wikitext text/x-wiki A few scripts to simplify some common actions available as a free [[Downloads|Download]]. A node is any single object in the outliner such as a light, bone, null, etc. The [[OmNodeTools]] are designed to operate based on node selection. == Installation == * Copy the 'content' folder into the location of a prefered DAZ|Studio content directory * The scripts will live in content/Scripts/omNodeTools == User Guide == === Copy === * Select multiple objects. * Double click the 'Copy' script. * All properties of the primary selection will be copied to all secondary selections. === Distance === * Select 2 objects. * Double click the 'Distance' script. * A window will display the distance value. === Snap === * Select multiple objects. * Double click the 'Snap' script. * All secondary selections will 'snap' to the world position and rotation of the primary selection. == Release Notes == ; July 19, 2010: Updated to work with DAZ Studio version 3.0+ 98b4e20aae98d3bcf39af229812d4130af40ea95 File:OmNodeTools 20100719.zip 6 192 266 2010-07-20T06:38:15Z Admin 1 DS3 compatible wikitext text/x-wiki DS3 compatible 9bbc6e54007de82fe88042ada4e8a762ad71424a Downloads 0 171 267 234 2010-07-20T06:40:14Z Admin 1 /* omNodeTools */ wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 5fd01b3d5730a6560eba64a127dff83496326366 UberHair 0 68 273 103 2010-07-21T04:51:26Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10164]] [[Image:UberHair_banner.jpg]] UberHair is a collection of smart presets, shader upgrades, and texture maps for the UberSurface shader provided with DAZ Studio 3 Advanced that turn good looking hair into amazing hair. The smart presets have logic built into them that make it as easy as double clicking to upgrade your existing hair presets and scenes--effectively doubling or tripling the looks you can get with your current library. == Features == UberHair will give you the following feature upgrades to the UberSurface shader: === SmartPresets === Upgrade existing hair shaders with a simple double click. Texture maps are preserved, and intelligently re-purposed to give you the most out of the UberSurface shader without having to futz with the controls all day. The smart presets do more that just keep your current texture maps--they will also do the following: * UberHair will take advantage of the layered specular that UberSurface offers and will use the diffuse texture as a specular texture for one of the layers (Specular2 Color). The presets better simulate the complex dimensional shading you get with real hair. * If a bump map is not being used, the generic hi-res texture (included) is applied to give you added detail and texture. * A translucency color is used based on the diffuse color. === Shader Upgrades === [[Image:UberHair_uh_pp_ui.jpg]] The UberSurface shader is upgraded with UberHair to give you advanced control of the important render settings. * '''Visibility -> Raytrace''': Make the surface invisible to traced rays (including shadows). * '''Shadows -> Occlusion''': ''Off'' will make the surface invisible to Ambient Occlusion (as used by UberEnvironment and others). This invaluable as you can now prevent trans-mapped hair from killing your renders! * '''Occlusion Shading Rate''': These advanced controls lets you use the global diffuse shading rate (specified by UberEnvironment) (Default), or allows you to override it for the surface. If you insist on raytracing your hair, a high value can be used to shave some time off of your renders. === Texture Map === * A generic bump map texture comes with UberHair to give your hair some added sweetness. == User Guide == UberHair can be used two ways. You can apply the '''!UberHair Base''' preset to simply apply the shader in its default state, or the smart Upgrade presets can be used to upgrade existing hairstyles by doing the following: # Select the Hair object in the Scene outline or in the 3D view. # Select all the Surfaces in the Surfaces Pane. # Apply the preset that comes with your original hair product. # Apply the one of the '''!UberHair Upgrade''' presets to automagically convert your ordinary hair to UberHair with the desired shininess. == Tips and Tricks == * '''Developers:''' UberHair is designed to provide realistic highlights. For best results do '''NOT''' paint your highlights into your hair texture maps. * With hairstyles that have heavy painted in highlights, using solid colors in lieu of texture maps for specular and diffuse results can still provide great results--let the transparency and bump maps do the work in giving you color variation. f9a805e7e90d53df2ae01b17aaaa584fef93cc0b UberSoftLightPack1 0 193 275 2010-09-22T06:17:16Z Admin 1 Created page with 'UberSoftLightRigs1 is a collection of light sets and presets that extend light UberSoftLightKit. === Light Rigs === A light rig is collection of lights that work together to pr…' wikitext text/x-wiki UberSoftLightRigs1 is a collection of light sets and presets that extend light UberSoftLightKit. === Light Rigs === A light rig is collection of lights that work together to provide a certain look. The following rigs are included in the bundle: ==== Backlight ==== The backlight rig includes a camera (RenderCam) with a light parented to it. This allows for the light to always be pointing into the camera, giving you that dramatic backlighting effect you have always wanted. === Light Presets === ==== Softbox ==== The Softbox preset will create a distant light with settings designed to emulate the soft falloff and wrapping that you would get by using a practical "softbox" light source. ac4488fc12fe106380920f13e7516fa79024f55b 276 275 2010-09-26T04:58:55Z Admin 1 moved [[UberSoftLightRigs1]] to [[UberSoftLightPack1]] wikitext text/x-wiki UberSoftLightRigs1 is a collection of light sets and presets that extend light UberSoftLightKit. === Light Rigs === A light rig is collection of lights that work together to provide a certain look. The following rigs are included in the bundle: ==== Backlight ==== The backlight rig includes a camera (RenderCam) with a light parented to it. This allows for the light to always be pointing into the camera, giving you that dramatic backlighting effect you have always wanted. === Light Presets === ==== Softbox ==== The Softbox preset will create a distant light with settings designed to emulate the soft falloff and wrapping that you would get by using a practical "softbox" light source. ac4488fc12fe106380920f13e7516fa79024f55b 278 276 2010-09-26T05:41:03Z Admin 1 wikitext text/x-wiki UberSoftLightPack1 is a collection of light rigs that extend the UberSoftLightKit. The pack includes the following presets/rigs: * Back Light * Graphic * Moon Light * Rim Light * Soft Box X1 * Soft Box X2 * Theater Lights * Warm And includes a bonus light rig for '''''[http://www.daz3d.com/i/shop/itemdetails/?item=5647 Stonemason's Arc]''''' === User Guide === All light rigs in the pack include a parent ''Null'' Node with all the lights parented underneath. This allows you to easily rotate/move the rig as a whole. * [[Image:Alert.png]] The '''''Back Light''''' preset includes a camera (''RenderCam''). There is an UberSoftDistantLight parented to this camera which allows it to always be a ''backlight''. * As the UberSoft lights are diffuse only, many of the rigs include spec only Distant Lights for that extra kick. 2d46f828a83dac441fc7f6f55bc9f6722d997a62 281 278 2010-09-26T05:48:09Z Admin 1 wikitext text/x-wiki [[Image:Uslp1_banner.jpg]] UberSoftLightPack1 is a collection of light rigs that extend the UberSoftLightKit. The pack includes the following presets/rigs: * Back Light * Graphic * Moon Light * Rim Light * Soft Box X1 * Soft Box X2 * Theater Lights * Warm And includes a bonus light rig for '''''[http://www.daz3d.com/i/shop/itemdetails/?item=5647 Stonemason's Arc]''''' === User Guide === [[Image:Uslp1_backlight_ui.jpg]] All light rigs in the pack include a parent ''Null'' Node with all the lights parented underneath. This allows you to easily rotate/move the rig as a whole. * [[Image:Alert.png]] The '''''Back Light''''' preset includes a camera (''RenderCam''). There is an UberSoftDistantLight parented to this camera which allows it to always be a ''backlight''. * As the UberSoft lights are diffuse only, many of the rigs include spec only Distant Lights for that extra kick. c003200a77315ad5c34f2e22b5f6a38f2af774d1 282 281 2010-10-09T02:32:43Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=11377]] [[Image:Uslp1_banner.jpg]] UberSoftLightPack1 is a collection of light rigs that extend the UberSoftLightKit. The pack includes the following presets/rigs: * Back Light * Graphic * Moon Light * Rim Light * Soft Box X1 * Soft Box X2 * Theater Lights * Warm And includes a bonus light rig for '''''[http://www.daz3d.com/i/shop/itemdetails/?item=5647 Stonemason's Arc]''''' === User Guide === [[Image:Uslp1_backlight_ui.jpg]] All light rigs in the pack include a parent ''Null'' Node with all the lights parented underneath. This allows you to easily rotate/move the rig as a whole. * [[Image:Alert.png]] The '''''Back Light''''' preset includes a camera (''RenderCam''). There is an UberSoftDistantLight parented to this camera which allows it to always be a ''backlight''. * As the UberSoft lights are diffuse only, many of the rigs include spec only Distant Lights for that extra kick. ff4eded134ba038c840bcd26e735fa54c866ac89 UberSoftLightRigs1 0 194 277 2010-09-26T04:58:55Z Admin 1 moved [[UberSoftLightRigs1]] to [[UberSoftLightPack1]] wikitext text/x-wiki #REDIRECT [[UberSoftLightPack1]] 6c6d6060aaa39055073db92f8624f796805e46e5 File:Uslp1 backlight ui.jpg 6 195 279 2010-09-26T05:45:10Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslp1 banner.jpg 6 196 280 2010-09-26T05:47:09Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslk Cellar01 icon.jpg 6 197 283 2010-10-09T02:35:56Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Products 0 11 284 155 2010-10-09T02:36:45Z Admin 1 /* Shaders */ wikitext text/x-wiki == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Uslk_Cellar01_icon.jpg|[[UberSoftLightKit]] File:UberHair_pp01_lo.jpg|[[UberHair]] File:UberLightingBundle_pp01_lo.jpg|[[UberLightingBundle]] File:omAreaLight_pp01_hi.jpg|[[omAreaLight]] File:HumanSurface_pp01_med.jpg|[[HumanSurface]] File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> ecaf586287e2c3c54623e9e748f05e6f222465ab 289 284 2010-10-09T03:47:59Z Admin 1 /* Textures/Addons */ wikitext text/x-wiki == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Uslk_Cellar01_icon.jpg|[[UberSoftLightKit]] File:UberHair_pp01_lo.jpg|[[UberHair]] File:UberLightingBundle_pp01_lo.jpg|[[UberLightingBundle]] File:omAreaLight_pp01_hi.jpg|[[omAreaLight]] File:HumanSurface_pp01_med.jpg|[[HumanSurface]] File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> fd3823330e222f279c937db230d759cd32da9cec File:Uslk cellar01 med.jpg 6 198 285 2010-10-09T03:35:13Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslp1 Arc 02 med.jpg 6 199 286 2010-10-09T03:36:32Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Uslp1 V4 dress 1softbox 01 thumb.jpg 6 200 287 2010-10-09T03:37:04Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 RenderThrottle 0 37 290 53 2011-04-27T13:57:02Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8263]] [[File:RT_banner.jpg|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=8263]] RenderThrottle is a render optimization preset manager add-on for Daz Studio. Using RenderThrottle will most always render images faster than using the default DazStudio ''Render Settings'' with comparable results when using the ''Hi'' preset and can be as much as '''twice as fast'''. This speed boost is achievable by giving you access to critical 3Delight parameters that are otherwise __not available in the DazStudio interface__. The other presets allow you to quickly and easily render with test and preview images that can be __multiple times faster__ that using the ''Render Settings'' alone. RenderThrottle also provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. == User Guide== === Installation=== DazStudio will need to be re-started after running the installer in order to properly install the items in the Render Action Menu as described below. After Installation, the RenderThrottle scripts can be run identically in two different ways. The Render Action Menu can be used, or the scripts can be run from the content browser as described below. === Render Action menu=== [[File:RT_ui_menu.jpg]] The following options are available in the main ''Render'' menu. ;RenderThrottle...:Launches the UI. ;RenderThrottle Last:Render using the quality setting that was last used. If you last rendered with ''Med'' quality, ''Med'' quality will be used. ;RenderThrottle Hi:Render using the ''Hi'' preset. ;RenderThrottle Med:Render using the ''Med'' preset. ;RenderThrottle Lo:Render using the ''Lo'' preset. ;RenderThrottle XLo:Render using the ''XLo'' preset. ===Content Browser=== The same functionality found in the ''Render Action Menu'' can be found in the ''Content Browser'' if you prefer to work this way. The same options apply: ;!RenderThrottle Options:Launches the UI. ;!RenderThrottle Last:Render using the quality setting that was last used. If you last rendered with ''Med'' quality, ''Med'' quality will be used. ;RenderThrottle Hi:Render using the ''Hi'' preset. ;RenderThrottle Med:Render using the ''Med'' preset. ;RenderThrottle Lo:Render using the ''Lo'' preset. ;RenderThrottle XLo:Render using the ''XLo'' preset. [[File:RT_ui_content.jpg]] ===User Interface=== The RenderThrottle exposes some of the key options found in the Render Setting pane in DazStudio. You will still use the ''Render Settings'' to determine final pixel dimensions. In order to give your presets maximum flexibility, the RenderThrottle presets will only store a __Resolution Multiplier__ which allows you to easily render images at 1/2, 1/4, etc of their original size. [[File:RT_ui_options.jpg]] ====Globals==== The global controls provide an interface to set presets for options typically found in the ''Render Settings'' dialog. If this section is checked "off", the preset will not affect global settings. ;Resolution Multiplier: A multiplier of the resolution as set in the ''Render Settings'' dialog. The final pixel dimensions that will be rendered are displayed above the slider. This allows you to easily do 1/2, 1/4 etc resolution renders. ;Pixel Samples: This is a preset for __Pixel Samples__ as set in the ''Render Settings'' dialog. ;Shadow Samples: This is a preset for __Shadow Samples__ as set in the ''Render Settings'' dialog. ;Shading Rate: This is a preset for __Shading Rate__. Currently, __Shading Rate__ can only be accessed through the use of RenderThrottle and is a key quality vs speed control used by 3Delight. See the ''Technical Info'' section below for more info. ====UberEnvironment==== Use RenderThrottle to also control quality settings for the UberEnvironment IBL light shader. See the UberEnvironment page for more details on these controls. ====Creating Presets==== Sane defaults are provided based on years of rendering experience for film and broadcast--this gets you rendering efficiently without having to read painful renderer documentation. Customized presets can be restored to the defaults at any time. To create a preset: # Launch the RenderThrottle Options interface. # Select the preset you would like to edit from the top dropdown menu # Make changes to parameters as you like # The preset will be saved after hitting '''Render''' ===Render Performance=== Render performance will vary greatly based on what is in your scene (lights/geometry/shaders/etc). Using RenderThrottle will most always render images faster with comparable results when using the ''Hi'' preset. The other presets allow you to quickly and easily render with test and preview images that can be __multiple times faster__ that using the ''Render Settings'' alone. ===Sharing Presets=== Presets are written as text files and can be found in this directory under the DS installation: resources\omRenderThrottle You will see files like: Hi.txt Med.txt Lo.txt XLo.txt [[File:RT_doc_preset.jpg]] These files can be easily shared as a means to pass around presets. ==Technical Info== RenderThrottle exposes a key render vs. quality control for 3Delight--__''shading rate''__. Unfortuantely, DazStudio uses a very low (un-changeable) default value of __0.2__ leading to longer than needed render times. The [http://www.3delight.com/en/uploads/docs/3delight/3delight_57.html#SEC143|3Delight docs] state: '''Test renders should specify "ShadingRate 4" or more. Final renders should use "ShadingRate 1". Smaller shading rates are rarely needed and are often used by shaders that produce high frequencies''' More information on ''shading rate'' can be found in the [http://books.google.com/books?id=6_4VaJiOx7EC&pg=PA146&lpg=PA146&dq=%22shading+rate%22&source=web&ots=cpZrTRLIJ8&sig=CaylBTyy_rEeQL_DwsoM59RNOHc&hl=en&sa=X&oi=book_result&resnum=10&ct=result#PPA146,M1|Advanced Renderman] book, or in the 3Delight docs. ===Version Info === RenderThrottle should be compatible with DazStudio versions 2.2.2.20 and above. == Troubleshooting == === 64bit Installer Bug === When running the 64bit version of DAZStudio, there is an issue with the installers provided by DAZ where RenderThrottle will not run properly unless the 32bit version is installed as well. If you see an error like this: ''Unable to find library file "C:/Program Files/DAZ 3D/DAZStudio3/scripts/support/omnifreaker/lib/omRenderThrottle.dseb"; Make sure that the files have been installed correctly.'' [[File:RT_install_error.jpg]] Please try installing the 32bit version as well--this should resolve the issue. Sorry for the headache--the issue has been logged with DAZ (2011 April) f594635f1a94217c0d22d466defe715acc91ef16 File:RT install error.jpg 6 201 291 2011-04-27T13:57:35Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberSurface2 0 202 292 2011-04-30T05:57:59Z Admin 1 Created page with 'UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. == What's New == UberSurface2 provides the following improvements…' wikitext text/x-wiki UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. == What's New == UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * New Light Group controls let you control where the light goes * Fresnel controls now affect Specular for more realistic effects. 603cd428c2d99f72a1ea8a46ac3bbb495412fe4e 293 292 2011-05-05T05:48:12Z Admin 1 wikitext text/x-wiki UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. == What's New == UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * New Light Group controls let you control where the light goes * Fresnel controls now affect Specular for more realistic effects. [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] Next Generation surface shader for DAZStudio providing HDRI reflection support, Subsurface Scatterings, translucency and more. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. [[Image:us2_banner.jpg]] == User Guide == === Tiling === HumanSurface supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 9763d8e0b4f687f44101ac2db91ee881c19072f0 295 293 2011-05-05T06:01:29Z Admin 1 wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * New Light Group controls let you control where the light goes * Fresnel controls now affect Specular for more realistic effects. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == === Tiling === HumanSurface supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 1a17d100e1ac05e76693efd55f77b4f27caa01c0 297 295 2011-05-05T06:12:19Z Admin 1 wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * New Light Group controls let you control where the light goes * Fresnel controls now affect Specular for more realistic effects. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 2541b537f2af0cb981c4b697b1af28bba3aa8415 298 297 2011-05-05T06:15:11Z Admin 1 /* Diffuse Roughness */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * New Light Group controls let you control where the light goes * Fresnel controls now affect Specular for more realistic effects. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 27d8c8b25a94d128bc212d63e304f18651a02d65 299 298 2011-05-05T06:17:27Z Admin 1 /* What's New */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 94729f6363704c61c7de547f824c03fd74dc49a3 300 299 2011-05-05T06:20:57Z Admin 1 /* Reflection */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). e50b4139eea332ec2c1eac7ef32689a22e4e8c85 301 300 2011-05-05T06:35:49Z Admin 1 /* Visibility Controls */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). cf1cf1ce8384ebc1bfd987bf987379908fe24682 303 301 2011-05-05T06:37:13Z Admin 1 /* What's New */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). 86c77cdca2a55f9bebf80f3029024ae9fe653353 File:New.png 6 204 296 2011-05-05T06:01:48Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Us2 ui shadows.png 6 205 302 2011-05-05T06:36:26Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Us2 banner.jpg 6 206 307 2011-05-06T04:48:11Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Us2 banner.jpg 6 206 308 307 2011-05-06T04:48:33Z Admin 1 uploaded a new version of "[[File:Us2 banner.jpg]]" wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberSurface2 0 202 309 303 2011-05-06T04:52:53Z Admin 1 /* Tips and Tricks */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 9ecd31c1a1a09117698ccb59b0585bd5b8c19004 310 309 2011-05-06T05:34:07Z Admin 1 /* Subsurface Scattering */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 725287c67338b2c4fa5dd9c1eac7754b4a439daa 312 310 2011-05-06T05:51:07Z Admin 1 /* Subsurface Scattering */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 7b26deb9d3a1bf4a09646be6c11d240cde7de2a2 314 312 2011-05-06T06:00:44Z Admin 1 /* Subsurface Scattering */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) dc8e0d51f039dc9bed086f7b24c7bb7f40d34598 315 314 2011-05-06T06:14:47Z Admin 1 /* Displacement */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Layer2 Controls === [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) e1bfff626927f63d1ffdc4b1bb23a90768443f27 317 315 2011-05-06T06:16:26Z Admin 1 /* What's New */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Layer2 Controls === [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 1cd3c8e13bffdf19b4cfb6124a4cb1ea7b322e9c 318 317 2011-05-06T06:57:52Z Admin 1 /* Layer2 Controls */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Layer2 Controls === [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 9049c3322b2b96f369db2ec3b0ff05983890455e 320 318 2011-05-06T07:00:28Z Admin 1 /* Layer2 Controls */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == [[Image:BuyNow.jpg|right|http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412]] UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Layer2 Controls === [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 17b90b56607559a22e0fcea3ff10f43261b46195 321 320 2011-05-06T07:04:37Z Admin 1 wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, Ambient, ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Layer2 Controls === [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 040b7a776e225dbf1f154266cfec1d37ff2ef600 322 321 2011-05-06T14:37:44Z Admin 1 /* What's New */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Layer2 Controls === [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) ae4ab6b6557061b712ad97d60faf7a2ee06d9d44 327 322 2011-05-16T15:48:08Z Admin 1 /* What's New */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures--perfect for using as layer masks or property strength maps to create an infinite number of diverse looks. ** Cell ** Cloud ** Dust ** FBM (Noise) ** Dust ** Plasma ** Scratched ** ScratchedMore ** Stain ** Turbulence ** Weave == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Layer2 Controls === [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 703c3fba23c14ec44053fd8923e987e5f1e7731a 328 327 2011-05-16T15:48:59Z Admin 1 /* What's New */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for using as layer masks or property strength maps to create an infinite number of diverse looks. ** Cell ** Cloud ** Dust ** FBM (Noise) ** Dust ** Plasma ** Scratched ** ScratchedMore ** Stain ** Turbulence ** Weave == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Tiling === UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Diffuse Roughness === [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} === Indirect Diffuse Max Trace Depth === [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. === Anisotropic Specular === [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Reflection Max Trace Depth ==== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ==== Backscatter Boost ==== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ==== Presets ==== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Displacement === The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. === Layer2 Controls === [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] === Shadow Controls === The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. === Visibility Controls === [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 9f0d7a3c3c43155517fbdfd1c94b29ecee999d48 329 328 2011-05-16T19:15:26Z Admin 1 /* User Guide */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for using as layer masks or property strength maps to create an infinite number of diverse looks. ** Cell ** Cloud ** Dust ** FBM (Noise) ** Dust ** Plasma ** Scratched ** ScratchedMore ** Stain ** Turbulence ** Weave == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preseve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. ==== MAT Mask Presets ==== These presets will only affect the map loaded to control '''Layer2 Blend Strength'''. You will only see a change in your renders if Layer2 is active. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == * What versions of DAZ Studio does UberSurface2 work with? ** 3.1.2.31 and above (including DS4) 6d1ea2fba056f9524724e7e90b279cd4c9bd044b 330 329 2011-05-17T14:17:16Z Admin 1 /* FAQs */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for using as layer masks or property strength maps to create an infinite number of diverse looks. ** Cell ** Cloud ** Dust ** FBM (Noise) ** Dust ** Plasma ** Scratched ** ScratchedMore ** Stain ** Turbulence ** Weave == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preseve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. ==== MAT Mask Presets ==== These presets will only affect the map loaded to control '''Layer2 Blend Strength'''. You will only see a change in your renders if Layer2 is active. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 48987bbe4500630471efb7133fc418fec8697c1c 331 330 2011-05-17T14:18:14Z Admin 1 /* Getting Started */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for using as layer masks or property strength maps to create an infinite number of diverse looks. ** Cell ** Cloud ** Dust ** FBM (Noise) ** Dust ** Plasma ** Scratched ** ScratchedMore ** Stain ** Turbulence ** Weave == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preseve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. ==== MAT Mask Presets ==== These presets will only affect the map loaded to control '''Layer2 Blend Strength'''. You will only see a change in your renders if Layer2 is active. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 2085943e7dabf03ae2e652087556100a284e4d2e 333 331 2011-05-17T14:23:00Z Admin 1 /* Getting Started */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for using as layer masks or property strength maps to create an infinite number of diverse looks. ** Cell ** Cloud ** Dust ** FBM (Noise) ** Dust ** Plasma ** Scratched ** ScratchedMore ** Stain ** Turbulence ** Weave == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preseve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 8d34dcd3e6a7371d199ed78e9af8fbb1258efa2d 334 333 2011-05-17T14:23:10Z Admin 1 /* Getting Started */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for using as layer masks or property strength maps to create an infinite number of diverse looks. ** Cell ** Cloud ** Dust ** FBM (Noise) ** Dust ** Plasma ** Scratched ** ScratchedMore ** Stain ** Turbulence ** Weave == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 3d14e962b05bde470602e91973fde21d9093da93 335 334 2011-05-17T14:26:00Z Admin 1 /* What's New */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 8b290b16ff459715009e41410a773b6dd0877d4e 337 335 2011-05-17T14:30:29Z Admin 1 /* Getting Started */ wikitext text/x-wiki [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. ca64d9ff045480c883f59338f8de5a7f72778e01 338 337 2011-06-08T15:22:10Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=12700]] [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. fd3ec5e467345c15489d8aaf18d52b8f1442e42f 339 338 2011-06-09T20:53:59Z Admin 1 /* Subsurface Scattering */ wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=12700]] [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato === Translucence === Translucency is a cheap simulation of backscattering and is most effectively used for thin surfaces like paper, leaves, etc. For materials with more volume to them (like skin), it is recommended that you use the more render-intensive Subsurface Scattering, possibly with the addition of Backscatter Boost. ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. efa2e5c977b3456af8ce7e8b73343ea53efb084b 340 339 2011-06-09T20:54:51Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=12700]] [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Translucence ==== Translucency is a cheap simulation of backscattering and is most effectively used for thin surfaces like paper, leaves, etc. For materials with more volume to them (like skin), it is recommended that you use the more render-intensive Subsurface Scattering, possibly with the addition of Backscatter Boost. ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 326537e037096834c7afc4967805d0dede1f5580 347 340 2011-06-17T15:10:11Z Admin 1 /* Tips and Tricks */ wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=12700]] [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Translucence ==== Translucency is a cheap simulation of backscattering and is most effectively used for thin surfaces like paper, leaves, etc. For materials with more volume to them (like skin), it is recommended that you use the more render-intensive Subsurface Scattering, possibly with the addition of Backscatter Boost. ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Additional Resources == Also check out the [[UberSurface2Tutorial]] page for great video tutorials. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 3e18b280291651d275c0311b4e7920e35a40194d 354 347 2012-11-13T05:33:30Z Admin 1 /* What versions of DAZ Studio does UberSurface2 work with? */ wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=12700]] [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Translucence ==== Translucency is a cheap simulation of backscattering and is most effectively used for thin surfaces like paper, leaves, etc. For materials with more volume to them (like skin), it is recommended that you use the more render-intensive Subsurface Scattering, possibly with the addition of Backscatter Boost. ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Additional Resources == Also check out the [[UberSurface2Tutorial]] page for great video tutorials. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4 and DS4.5) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 0270ca24644f1bbd68eea3c9bd8631500f9b3c00 File:Us2 ui sss.png 6 207 311 2011-05-06T05:34:49Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Us2 sss preset.jpg 6 208 313 2011-05-06T05:51:24Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Us2 ui blend.png 6 209 316 2011-05-06T06:15:11Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Us2 blend.jpg 6 210 319 2011-05-06T06:58:02Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 News 0 174 323 288 2011-05-07T15:26:36Z Admin 1 wikitext text/x-wiki == Coming Soon -- UberSurface2! (05.07.2010) == [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 9ad441a417c95a6ead7f85556ebb5af836b58f6e 325 323 2011-05-07T15:28:37Z Admin 1 /* Coming Soon -- UberSurface2! (05.07.2010) */ wikitext text/x-wiki == Coming Soon -- UberSurface2 (05.07.2010) == Available soon--the powerful new layered shader UberSurface2. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. cb660baec5b7a6ef34b1191c9ac2d81385faa317 326 325 2011-05-07T15:29:12Z Admin 1 wikitext text/x-wiki == Coming Soon -- [[UberSurface2]] (05.07.2010) == Available soon--the powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. bcc57f27fd2b5c90c19d36bc1aec2068e5241e24 343 326 2011-06-17T06:22:56Z Admin 1 /* Coming Soon -- UberSurface2 (05.07.2010) */ wikitext text/x-wiki == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 99079f944994a47b2200512e2a5da2ea7d12a3ab 348 343 2011-06-17T15:12:07Z Admin 1 wikitext text/x-wiki == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 58dfb6db9e9661db47eb4ec199a01abbb07cef7a 349 348 2011-06-17T15:12:26Z Admin 1 /* Added UberSurface2Tutorial (06.16.2011) */ wikitext text/x-wiki == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. b54b288e375505ce59a2b0b228d12cd433ab1a49 File:Us2 amy hero dirt med.jpg 6 211 324 2011-05-07T15:27:19Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Us2 ui presets.jpg 6 212 332 2011-05-17T14:18:32Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 336 332 2011-05-17T14:29:26Z Admin 1 uploaded a new version of "[[File:Us2 ui presets.jpg]]" wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 UberSurface2Tutorial 0 213 341 2011-06-17T05:42:42Z Admin 1 Created page with 'I have posted to my [http://www.youtube.com/user/omnifreaker youtube channel] a couple video tutorials on UberSurface2. The first is an introduction to UberSurface2--the layers …' wikitext text/x-wiki I have posted to my [http://www.youtube.com/user/omnifreaker youtube channel] a couple video tutorials on UberSurface2. The first is an introduction to UberSurface2--the layers surface shader for DAZ Studio. Tutorial includes an overview of new features as well as basic how-to upgrade Materials from Elite Human Surface Shader (HSS) or UberSurface. The second is a more in-depth explanation of how to use the new layering functionality. The video steps you through adding and modifying layer presets. Add dust, then change it to varying levels of gore using a single mask. [[File:Us2_tutorial02.jpg]] c86129cd5a26a6d5246dbdef11007dc1d9341028 344 341 2011-06-17T06:27:01Z Admin 1 wikitext text/x-wiki I have posted to my [http://www.youtube.com/user/omnifreaker youtube channel] a couple video tutorials on [[UberSurface2]]. The first is an introduction to [[UberSurface2]]--the layers surface shader for DAZ Studio. Tutorial includes an overview of new features as well as basic how-to upgrade Materials from [[HumanSurface]] (Elite Human Surface Shader/HSS) or [[UberSurface]]. The second is a more in-depth explanation of how to use the new layering functionality. The video steps you through adding and modifying layer presets. Add dust, then change it to varying levels of gore using a single mask. [[File:Us2_tutorial02.jpg]] b4ebd1e692a34872719da906e674035a9cf2664a 350 344 2011-06-17T15:18:43Z Admin 1 wikitext text/x-wiki I have posted to my [http://www.youtube.com/user/omnifreaker youtube channel] a couple video tutorials on [[UberSurface2]], each about 10 min. The first is an introduction to [[UberSurface2]]--the layers surface shader for DAZ Studio. Tutorial includes an overview of new features as well as basic how-to upgrade Materials from [[HumanSurface]] (Elite Human Surface Shader/HSS) or [[UberSurface]]. {{#ev:youtube|wti6MawSLAA}} The second is a more in-depth explanation of how to use the new layering functionality. The video steps you through adding and modifying layer presets. Add dust, then change it to varying levels of gore using a single mask. This images shows a bit of the render progression during the tutorial: [[File:Us2_tutorial02.jpg]] {{#ev:youtube|WEBXdICC4ug}} 44d24bfc58732fc7f3b6f332bbc8d85e16222c41 File:Us2 tutorial02.jpg 6 214 342 2011-06-17T05:43:11Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Tutorials 0 63 345 95 2011-06-17T06:29:26Z Admin 1 /* Nov 18 daz3d Webinar */ wikitext text/x-wiki Check out my [http://www.youtube.com/user/omnifreaker youtube channel] for a number of great video tutorials. == Nov 18 daz3d Webinar == This Webinar hosted by daz3d.com covered a number of my products including: * OmAreaLight * UberEnvironment * RenderThrottle Check it out [http://artzone.daz3d.com/media/webinar/2008-11-12OmnifreakerWebinar.wmv here]. 144878b7aad11fb6d23ce4a6591673801f62f9b3 346 345 2011-06-17T15:00:17Z Admin 1 wikitext text/x-wiki Check out my [http://www.youtube.com/user/omnifreaker youtube channel] for a number of great video tutorials. * 06.16.2011 Added [[UberSurface2Tutorial]] == Nov 18 daz3d Webinar == This Webinar hosted by daz3d.com covered a number of my products including: * OmAreaLight * UberEnvironment * RenderThrottle Check it out [http://artzone.daz3d.com/media/webinar/2008-11-12OmnifreakerWebinar.wmv here]. 0501f4775a3331547366a07116fd97c96fe79e19 Products 0 11 351 289 2011-06-17T15:19:53Z Admin 1 /* Shaders */ wikitext text/x-wiki == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Us2_icon.jpg|[[UberSurface2]] File:Uslk_Cellar01_icon.jpg|[[UberSoftLightKit]] File:UberHair_pp01_lo.jpg|[[UberHair]] File:UberLightingBundle_pp01_lo.jpg|[[UberLightingBundle]] File:omAreaLight_pp01_hi.jpg|[[omAreaLight]] File:HumanSurface_pp01_med.jpg|[[HumanSurface]] File:UberEnvironment_pp01_lo.jpg|[[UberEnvironment]] File:UberSpot_PP01_hi.jpg|[[UberSpot]] File:UberPointPP_02lo.jpg|[[UberPoint]] </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 9cc27a72269dbc4a4130f7ee142e2f27392aef5c File:Us2 icon.jpg 6 215 352 2011-06-17T15:21:37Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 353 352 2011-06-17T15:22:41Z Admin 1 uploaded a new version of "[[File:Us2 icon.jpg]]" wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Daz banner 01.jpg 6 216 355 2013-01-08T15:02:30Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 MediaWiki:Sidebar 8 5 356 230 2013-01-08T15:02:55Z Admin 1 wikitext text/x-wiki * navigation ** 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220 362 2013-01-08T16:00:30Z Admin 1 Created page with "[[File:Daz_banner_01.jpg|link=http://www.daz3d.com/omnifreaker]]" wikitext text/x-wiki [[File:Daz_banner_01.jpg|link=http://www.daz3d.com/omnifreaker]] 68bfc119a41a0f7924af69fa5948363d45bef946 365 362 2013-01-08T16:13:00Z Admin 1 wikitext text/x-wiki [[File:Daz_banner_01.jpg|link=http://www.daz3d.com/omnifreaker]] [[File:Storysmithmk_icon_03_135.jpg|link=https://itunes.apple.com/us/app/storysmith-medieval-kingdom/id569503328?mt=8&ign-mpt=uo%3D4]] 0f62b7d083e6390ef93ef563896db2f3b20e4bd0 387 365 2014-01-15T03:46:57Z Admin 1 wikitext text/x-wiki [[File:Daz_banner_01.jpg|link=http://www.daz3d.com/omnifreaker]] [[File:Storysmithmk_icon_03_135.jpg|link=https://itunes.apple.com/us/app/storysmith-medieval-kingdom/id569503328?mt=8&ign-mpt=uo%3D4]] <html><a href="http://www.tkqlhce.com/click-7369830-10682605" target="_top"> <img src="http://www.ftjcfx.com/image-7369830-10682605" width="125" height="125" alt="DAZ Studio 4 - Create 3D Art 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Check it out! [[File:Storysmithmk_icon_03_200.jpg|link=https://itunes.apple.com/us/app/storysmith-medieval-kingdom/id569503328?mt=8&uo=4]] http://storysmithapp.com == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. ce62a91a47b4217086df720f47aa35e6966c5856 388 368 2014-08-01T02:46:30Z Admin 1 /* StorySmith: Medieval Kingdom HD iPad App */ wikitext text/x-wiki == StorySmith: Medieval Kingdom HD iPad App == Not totally related to omnifreaker work, but I recently launched an app for the iPad. Check it out! [[File:Storysmithmk_icon_03_200.jpg|link=https://itunes.apple.com/us/app/storysmith-medieval-kingdom/id569503328?mt=8&uo=4]] http://brytag.com == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 511f1d96d1f4b66abba675f37acc3b70701a4e48 393 388 2017-02-25T03:45:05Z Admin 1 wikitext text/x-wiki == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. b54b288e375505ce59a2b0b228d12cd433ab1a49 402 393 2017-03-23T04:59:20Z Admin 1 wikitext text/x-wiki == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 04b8fc61b14299aab2ad8b8dbbd3205096243c8d UberSurface2 0 202 369 354 2014-01-04T06:04:42Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/ubersurface2-layered-shader-for-daz-studio]] [[Image:us2_banner.jpg]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Translucence ==== Translucency is a cheap simulation of backscattering and is most effectively used for thin surfaces like paper, leaves, etc. For materials with more volume to them (like skin), it is recommended that you use the more render-intensive Subsurface Scattering, possibly with the addition of Backscatter Boost. ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Additional Resources == Also check out the [[UberSurface2Tutorial]] page for great video tutorials. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4 and DS4.5) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. 2ebf9bcd9e0a27d7350c667d27cb06ac26aa9ad7 386 369 2014-01-09T05:56:08Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/ubersurface2-layered-shader-for-daz-studio]] [[Image:us2_banner.jpg|link=http://www.daz3d.com/ubersurface2-layered-shader-for-daz-studio]] == What's New == UberSurface2 is the follow up the successful UberSurface shader which is now included as part of DAZ Studio 4. [[Image:New.png]]UberSurface2 provides the following improvements to UberSurface * US2 is a layered shader giving you the features of 2 UberSurface shaders on top of each other with multiple blend options ** Layered Diffuse, Specular, Reflection, Bump, Displacement, Normal Map, Velvet, and Ambient. ** Choose between Add, Multiply and Mask Blend layer blend modes. ** Apply blur, gamma, contrast and invert operations to the blend mask. ** Separate tiling controls for Layer1, Layer2 and the Layer2 Mask. * Improves Subsurface Scattering ** Absorption Color and Strength controls ** Scatter Color and Strength controls ** 11 Subsurface MAT presets *** Skin1 *** Skin2 *** Skin3 *** Skin4 *** Apple *** Meat1 *** Meat2 *** Marble *** Cream *** Skim Milk *** Potato * Increased control over indirect lighting and reflection bounces in order to optimize render times. * Fresnel controls now affect Specular for more realistic effects. * Normal Mapping support * Control shadow casting/receiving at the surface level. * Includes 10 2048x2048 tileable textures with MAT presets--perfect for adding a second layer of interest to existing materials. ** Cell ** Corroded ** Dust ** Gauze ** Dust ** Plasma ** Scratched Metal ** Scratched paint ** Stain ** Stucco == User Guide == UberSurface2 uses many of the controls familiar to you in HumanSurface and UberSurface with a number of powerful additions. === Getting Started === The '''Shaders/UberSurface2''' folder contains a number of presets to help you get started. [[Image:Us2_ui_presets.jpg]] In order to apply one of the presets you should: # Select the object in the scene you would like to apply the preset to. # In the '''Surfaces''' editor, select the Material(s) you would like to apply the preset # Double click the preset to apply the preset. ==== !UberSurface2 Base ==== Use this to apply the shader in its default state. This should be used when starting fresh on a new asset. Consider using !UberSurface2 Upgrade if you want to preserve the current look you have while adding the additional controls UberSurface2 provides. ==== !UberSurface2 Upgrade ==== This preset will upgrade the selected Surfaces to use the UberSurface2 shader but will not change any parameters. This is very useful in the case that you have Elite presets or assets that currently use the UberSurface or the HumanSurface shaders. Simply apply this preset to upgrade the Surface to use UberSurface2 while keeping all current texture map and material settings. ==== MAT L2 Presets ==== These presets will only affect the Layer2 controls of the selected Materials. These presets allow you to quickly add a second layer of visual complexity and interest to existing Materials. ==== MAT SSS Presets ==== These presets will only affect the Layer1 Subsurface controls. === Controls === The following sections describe the individual controls available in UberSurface2 ==== Tiling ==== UberSurface2 supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. Smaller numbers can also be used--0.5 will scale up the texture to twice the size. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} ==== Diffuse Roughness ==== [[Image:UberSurface_doc_diff_rough_control.jpg]] The '''Diffuse Roughness''' control allows you to tighten or broaden the diffuse response. For very diffuse surfaces like clay, you may want to lower the value slightly; for very specular surfaces like metal, you may want to increase the roughness. {| border=1 ! Roughness 0.5 !! Roughness 0.8 !! '''Roughness 1.0''' !! Roughness 1.5 !! Roughness 3.0 |- | [[Image:UberSurface_diff_rough_05.jpg]] || [[Image:UberSurface_diff_rough_08.jpg]] || [[Image:UberSurface_diff.jpg]] || [[Image:UberSurface_diff_rough_15.jpg]] || [[Image:UberSurface_diff_rough_30.jpg]] |} ==== Indirect Diffuse Max Trace Depth ==== [[Image:New.png]] You can now control the number of indirect light bounces per surface. This can be useful when using UberEnvironment2 in one of the Indirect Lighting modes in order to speed up renders. ==== Anisotropic Specular ==== [[Image:UberSurface_doc_ani_controls.jpg]] Keep the following in mind when using '''Anisotropic Highlights''': * Toggle '''Anisotropic Active''' ''On'' in order to turn the specular from a traditional response to an anisotropic response. * The highlight shape is dependent on the '''uvs''' of the object; the object must have uvs in order for anisotropic highlights to work. * Use '''Anisotropic Direction''' to control whether the highlight will follow the ''U'' or ''V'' axis * [[Image:Alert.png]] The '''Specular Sharpness''' control does not currently have an effect on anisotropic highlights. {| border=1 ! Anisotropic Direction = U |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniu_gloss_40.jpg]] || [[Image:UberSurface_spec_aniu_gloss_65.jpg]] || [[Image:UberSurface_spec_aniu_gloss_80.jpg]] |} {| border=1 ! Anisotropic Direction = V |- | Glossiness 40% || Glossiness 65% || Glossiness 80% |- | [[Image:UberSurface_spec_aniv_gloss_40.jpg]] || [[Image:UberSurface_spec_aniv_gloss_65.jpg]] || [[Image:UberSurface_spec_aniv_gloss_80.jpg]] |} ==== Opacity ==== [[Image:HumanSurface_ui_opacity.jpg]] ==== Specular ==== [[Image:HumanSurface_ui_specular.jpg]] ===== Glossiness ===== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ===== Sharpness ===== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} ==== Reflection ==== HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ===== Reflection Max Trace Depth ===== [[Image:New.png]] Control the number of reflection bounces will be traced per surface. Keep this number as low as possible in order to keep your render times in check. ===== Fresnel ===== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} [[Image:New.png]] When fresnel is used, specular will also be attenuated in a similar way. ==== Velvet ==== The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} ==== Subsurface Scattering ==== Subsurface Scattering can be used to simulate the scattering of light through translucent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse does not have to be ''Active'' but it does have to have some strength associated with it (if it was active, it would be visible). Changing a Diffuse map will affect the scattering. [[Image:Us2_ui_sss.png]] ===== Refraction ===== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ===== Scale ===== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} ===== Backscatter Boost ===== [[Image:New.png]] Backscatter Boost allows you to make lights that are facing towards camera have a greater contribution to scattering. ===== Presets ===== 11 Subsurface presets are included to cover a wide variety of common materials. These presets only affect Subsurface Scatter Color/Strength, Absorption Color/Strength and Refraction. [[Image:Us2_sss_preset.jpg]] The above image shows the presets from left to right: * Skin1 * Skin2 * Skin3 * Skin4 * Meat1 * Meat2 * Marble * Apple * Skim Milk * Cream * Potato ==== Translucence ==== Translucency is a cheap simulation of backscattering and is most effectively used for thin surfaces like paper, leaves, etc. For materials with more volume to them (like skin), it is recommended that you use the more render-intensive Subsurface Scattering, possibly with the addition of Backscatter Boost. ==== Displacement ==== The displacement controls are the same as the default shaders with one import addition: the ability to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in renders. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. ==== Layer2 Controls ==== [[Image:New.png]] A powerful new feature of UberSurface2 is its layering capabilities. Layer1 and Layer2 each have their own material properties. You can then blend the 2 layers together in a number of incredible ways. [[Image:Us2_ui_blend.png]] ;Layer2 Blend Mode: Choose how Layer 2 is applied to Layer1--options are Multiply, Add, and Mask Blend (Layer2 * Blend Strength Map over Layer1). ;Layer2 Strength: The opacity of Layer2. '''Apply a map to this parameter to use a mask'''. ;Blend Mask: Blur the mask. This map is blurred in texture space--very small values will go a long way. ;Blend Mask Gamma: Apply a gamma correction to the mask. ;Blend Mask Contrast: Apply a contrast correction to the mask. ;Invert Blend Mask: Invert the mask (what was white is now black and vice-versa). [[Image:Us2_blend.jpg]] ==== Shadow Controls ==== The following provide you with how shadows are cast/received. [[Image:us2_ui_shadows.png]] ;Trace Displacements: When using raytracing (occlusion, shadows), this must be turned on in order for geometry to shadow properly. This will slow down renders. ;Cast Shadows: [[Image:New.png]] This surface will cast shadows onto other surfaces. ;Accept Shadows: [[Image:New.png]] Other surfaces can cast shadows onto this surface. ;Occlusion: This surface will be seen by occlusion rays. ==== Visibility Controls ==== [[Image:UberSurface_doc_fantom_control.jpg]] When '''Fantom''' is ''On'', the surface will not be visible to the camera, but will be visible to shadows and raytracing. This can be useful when an object is used to create a reflection or shadow, but we do not want to see the object. When '''Raytrace''' is ''Off'', the surface will not be seen by diffuse or specular rays. For example, this can useful if you do not want your hair to be seen by [[UberEnvironment]] to speed up your renders. == Additional Resources == Also check out the [[UberSurface2Tutorial]] page for great video tutorials. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). == FAQs == === What versions of DAZ Studio does UberSurface2 work with? === * 3.1.2.31 and above (including DS4 and DS4.5) === Does UberSurface2 require DAZ Studio 3 Advanced? === * No. UberSurface2 is a stand-alone shader and can be used with DS3, DS3A, or DS4 without prior purchase of other shaders. a4fd0a3311434949ed8c8f755965844c0d7a8680 UberSoftLightKit 0 178 370 272 2014-01-04T06:05:40Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/ubersoft-lighting-kit]] [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = [http://en.wikipedia.org/wiki/Inverse-square_law inverse squared] falloff (faster falloff) Other Falloff notes: * The default settings are set to me the most "physically accurate" but the idea is to give you maximum control over the look. * When End is <= Start, falloff will be infinite. Providing a falloff with speed up your renders. * All units are in cm; 100 = 1m * [[Image:Alert.png]] My free [[Downloads|OmNodeTools]] can be used to measure distances between objects in order to help you determine falloff. === Instructional Videos === A couple instructional videos are available on my [http://www.youtube.com/user/omnifreaker YouTube channel]: {{#ev:youtube|odwUDKrdJEU}} 1 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video covers the main "Uber Soft Master" light which controls the shadows and sky controls of the light shader for DAZ Studio. {{#ev:youtube|lt0GRSuCqqo}} 2 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video delves in the controls of the "Uber Soft Distant" and "Uber Soft Point" lights in the kit. These lights allow for pseudo area lights via light wrapping controls as well as advanced falloff controls via custom light shaders for DAZ Studio. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. == Related Links == * [http://forum.daz3d.com/viewtopic.php?t=142102&sid=e9ff72c32a853d6ab14760c5ca0feaaf daz3d forum topic] 4bec7301da9e0973ad5f04a21cae7cdb93601f4d 371 370 2014-01-04T06:06:54Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/ubersoft-lighting-kit]] [[Image:UberSoftLightKit_banner.jpg]] ''UberSoftLightKit'' is a revolutionary lighting kit that gives you the realism of IBL/GI while allowing the control of conventional lights. ''UberSoftLightKit'' includes a lighting kit comprised of 3 new light types that work together allowing the user to paint and sculpt light is a very precise and controllable fashion. The rich feature set includes a Sky light, pseudo area-lights, incredible shadow controls and more. == Features == * Built in Skylight/Ambient controls with separate Zenith, Horizon, and Ground colors with adjustable Horizon Height. * Ambient Occlusion * Indirect Lighting (Global Illumination) * Directional Soft Shadows * Controllable Shadow Softness * Add up to 20 ''UberSoftLights'' with minimal effect on render times. Computationally expensive shadow is calculated once then used across all ''UberSoftLights''. * Shadowing takes all ''UberSoftLights'' into account, and creates a single modulated, soft shadow. * ''UberSoftLights'' act as Fast Pseudo Area Lights with light '''Wrap''' and '''Wrap Falloff''' controls. * Unique single shadowing technique allows for '''Directional Lighting''' control which provides a blend between point (omnidirectional) and distant (directional) lights. * Per-light attenuation controls == User Guide == The UberSoftLightKit is comprised of the following 3 light types: ''UberSoftMaster'', ''UberSoftPoint'' and ''UberSoftDistant''. === UberSoftMaster === [[Image:UberSoftMaster_ui.jpg]] The ''UberSoftMaster'' Light is the master light which contains the principal shadowing and sky controls for the UberSoftLightKit. It acts as a collector for all UberSoftPoint and UberSoftDistant lights in your scene. * [[Image:Tip.gif]] The UberSoftBase light can be rotated to change the direction of the 'sun' or skylight. ==== Sky ==== The Sky controls are powerful in and of themselves giving you power to create an infinite number of virtual skies. ; Sky Intensity: The overall intensity of the contribution of the sky color. ; Zenith Color, Horizon Color and Bounce Color: The 3 colors describe a color gradient of a virtual sky from top to bottom (sky to ground). [[Image:Uslk_wedge_sky_color.jpg]] ; Horizon Height: The height of the horizon. A low value will give you more sky (zenith) and less bounce. [[Image:Uslk_wedge_horizon_height.jpg]] ==== Occlusion ==== If you have used [[UberEnvironment]] or [[UberEnvironment2]], you should be familiar with many of the Occlusion controls. ; Occlusion Softness: The Softness of the shadows [[Image:Uslk_wedge_occlusion_softness.jpg]] * [[Image:Alert.png]] As this light kit is designed to give soft light effects, this control should be used sparingly and generally gives better results when used with ''Directional Shadowing''. ; Directional Shadowing: A control to blend between non-directional shadowing (ambient occlusion) and directional shadowing. The shadow direction is calculated by taking an intensity weighted average of all UberSoftLights in the scene. This calculation is per shading sample so direction can vary through the scene depending on light placement providing complex and realistic shadowing effects. [[Image:Uslk_wedge_directional_shadowing.jpg]] ==== Indirect Lighting ==== Using indirect lighting will provide Global Illumination (GI) or bounced light effects. * [[Image:Alert.png]] Using ''Indirect Lighting'' will significantly increase render times. ==== Advanced ==== The advanced controls are best modified by the provided '''Quality Presets''' or [[RenderThrottle]]. Aditional info is found on the [[UberEnvironment]] page. === UberSoftPoint and UberSoftDistant === [[Image:UberSoftDistant_ui.jpg]] These lights have the same controls and in fact will react the exact same way. The only reason there are 2 light rather than just one is only for OpenGL preview. These lights give you the amazing ability to blend from a Point Light effect to a Distant Light effect by using the '''Directional Lighting''' control. When '''Directional Lighting''' is 1, the light will act like a Directional Light; when it it 0 it acts like a Point Light; 0.5 will be halfway in between. ==== Softness ==== ; Wrap Falloff: The speed at which light falls off as it wraps the surface. A small value will falloff slowly; A value of 1 is normal falloff and high values create a fast falloff. [[Image:Uslk_wedge_wrap_falloff.jpg]] * [[Image:Tip.gif]] High values can be used to create specular light effects. ; Wrap: The amouth that light will be allowed to wrap around the surface. 0 for a pin light; 1 for a normal light; 2 for a large area light which wraps around the entire surface. [[Image:Uslk_wedge_wrap.jpg]] * [[Image:Tip.gif]] Use high values to create pseudo-area light and backlight effects. ; Directional Lighting: A control that allows a blend between omnidirectional (Point Light) and directional (Distant Light) lighting. This is the control that separates UberSoftPoint from UberSoftDistant. [[Image:Uslk_wedge_directional_lighting.jpg]] ==== Falloff ==== The falloff controls are the same as [[UberAreaLight]] and are used to attenuate the light by distance. Basically, Falloff occurs between the start and end points at a rate described by the Falloff Decay exponent. ; Falloff Active: Turn on/off falloff ; Falloff Start: The distance at which falloff begins ; Falloff End: The distance at which falloff ends of the the distance at which the light will attenuate to zero. ; Falloff Decay: An exponent describing how fast the light will falloff. 1 = linear falloff. 2 = [http://en.wikipedia.org/wiki/Inverse-square_law inverse squared] falloff (faster falloff) Other Falloff notes: * The default settings are set to me the most "physically accurate" but the idea is to give you maximum control over the look. * When End is <= Start, falloff will be infinite. Providing a falloff with speed up your renders. * All units are in cm; 100 = 1m * [[Image:Alert.png]] My free [[Downloads|OmNodeTools]] can be used to measure distances between objects in order to help you determine falloff. === Instructional Videos === A couple instructional videos are available on my [http://www.youtube.com/user/omnifreaker YouTube channel]: {{#ev:youtube|odwUDKrdJEU}} 1 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video covers the main "Uber Soft Master" light which controls the shadows and sky controls of the light shader for DAZ Studio. {{#ev:youtube|lt0GRSuCqqo}} 2 of 2 Instructional videos covering the parameters and controls of the Uber Soft Light Kit. This video delves in the controls of the "Uber Soft Distant" and "Uber Soft Point" lights in the kit. These lights allow for pseudo area lights via light wrapping controls as well as advanced falloff controls via custom light shaders for DAZ Studio. == Tips and Tricks == * [[Image:Alert.png]] You should really only be using one UberSoftBase in your scene. * [[Image:Alert.png]] The light kit currently only allows for a total of 20 UberSoftPoint/UberSoftDistant lights in your scene. Additional lights will be ignored. e8007e6dcd20616cda4c5c9a72921a65ef089ebc UberHair 0 68 372 273 2014-01-04T06:07:26Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/uberhair-shader-upgrade-for-ubersurface]] [[Image:UberHair_banner.jpg]] UberHair is a collection of smart presets, shader upgrades, and texture maps for the UberSurface shader provided with DAZ Studio 3 Advanced that turn good looking hair into amazing hair. The smart presets have logic built into them that make it as easy as double clicking to upgrade your existing hair presets and scenes--effectively doubling or tripling the looks you can get with your current library. == Features == UberHair will give you the following feature upgrades to the UberSurface shader: === SmartPresets === Upgrade existing hair shaders with a simple double click. Texture maps are preserved, and intelligently re-purposed to give you the most out of the UberSurface shader without having to futz with the controls all day. The smart presets do more that just keep your current texture maps--they will also do the following: * UberHair will take advantage of the layered specular that UberSurface offers and will use the diffuse texture as a specular texture for one of the layers (Specular2 Color). The presets better simulate the complex dimensional shading you get with real hair. * If a bump map is not being used, the generic hi-res texture (included) is applied to give you added detail and texture. * A translucency color is used based on the diffuse color. === Shader Upgrades === [[Image:UberHair_uh_pp_ui.jpg]] The UberSurface shader is upgraded with UberHair to give you advanced control of the important render settings. * '''Visibility -> Raytrace''': Make the surface invisible to traced rays (including shadows). * '''Shadows -> Occlusion''': ''Off'' will make the surface invisible to Ambient Occlusion (as used by UberEnvironment and others). This invaluable as you can now prevent trans-mapped hair from killing your renders! * '''Occlusion Shading Rate''': These advanced controls lets you use the global diffuse shading rate (specified by UberEnvironment) (Default), or allows you to override it for the surface. If you insist on raytracing your hair, a high value can be used to shave some time off of your renders. === Texture Map === * A generic bump map texture comes with UberHair to give your hair some added sweetness. == User Guide == UberHair can be used two ways. You can apply the '''!UberHair Base''' preset to simply apply the shader in its default state, or the smart Upgrade presets can be used to upgrade existing hairstyles by doing the following: # Select the Hair object in the Scene outline or in the 3D view. # Select all the Surfaces in the Surfaces Pane. # Apply the preset that comes with your original hair product. # Apply the one of the '''!UberHair Upgrade''' presets to automagically convert your ordinary hair to UberHair with the desired shininess. == Tips and Tricks == * '''Developers:''' UberHair is designed to provide realistic highlights. For best results do '''NOT''' paint your highlights into your hair texture maps. * With hairstyles that have heavy painted in highlights, using solid colors in lieu of texture maps for specular and diffuse results can still provide great results--let the transparency and bump maps do the work in giving you color variation. b62323e6f13fbbabdc56eecce73080e6d139c31b OmAreaLight 0 65 373 221 2014-01-04T06:24:38Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|http://www.daz3d.com/omarealight-light-shader-for-daz-studio]] [[Image:OmAreaLight_pp_banner.jpg]] The omAreaLight is a light shader for DAZ Studio allowing you to simulate panel lights, soft boxes, other rectangular light sources such as TVs, florescent lights, etc. The Area Light source provides for realistic soft shadows as well as diffuse wrapped lighting. == User Guide == Bellow is a description of the various controls of the omAreaLight. === Shadows === The look of your shadows will depend greatly on the size/shape of your light source (see the ''Area'' section). In addition to Shadow softness, omAreaLight also allows you to control shadow intensity (opacity) and color. [[Image:OmAreaLight_parms_shadows.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20_shad0-0-1_shadIntensity50.jpg]] || Shadow Color=Blue<br>Shadow Intensity=50% |} === Light Basics === [[Image:OmAreaLight_parms_light_basic.jpg]] The '''Double Sided''' parameter can be used to make the omAreaLight cast light in all directions, similar to an omnidirectional or point light. {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20double.jpg]] || Double Sided=On |} === Area === The size/shape of the omAreaLight is a critical part of getting the look you want. A larger light source will provide softer light and shadow whereas a small light will give you sharper shadows and more direct lighting. Using the '''Area Size X''' and '''Area Size Y''' Parameters, one can also create rectangle shapes to achieve effects as diverse as tube and panel lights. [[Image:OmAreaLight_parms_light_area.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20.jpg]] || Area Size X=20<br>Area Size Y=20 |- | [[Image:OmAreaLight_5x5.jpg]] || Area Size X=5<br>Area Size Y=5 |- | [[Image:OmAreaLight_3x100.jpg]] || Area Size X=3<br>Area Size Y=100 |- | [[Image:OmAreaLight_100x3.jpg]] || Area Size X=100<br>Area Size Y=3 |} ==== Area Samples ==== The Area Samples parameter is the speed vs quality control for the omAreaLight; the higher the value, the better quality shadows and shading you will get at the cost of render speed. [[Image:Alert.png]] When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. === Falloff === The Falloff controls for omAreaLight operate the same way as will the UberPoint light. [[Image:OmAreaLight_parms_light_falloff.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20_falloff0-500-1.jpg]] || Falloff Start=0<br>Fallof End=500<br>Falloff Decay=1 |- | [[Image:OmAreaLight_20x20_falloff0-500-2.jpg]] || Falloff Start=0<br>Fallof End=500<br>Falloff Decay=2 |} === The Light Source === When you load omAreaLight into a Scene you will see that the light has a child object called '''omAreaLight Source 1'''. This is geometry that represents the visible/renderable light source of the area light. If you do not want to see the light source ''plane'' in the render, select '''omAreaLight Source 1''' and hide it (Toggle '''Visible''' to '''off'''). [[Image:OmAreaLight_ui_geo.jpg]] == Render Times == The omAreaLight calculates multiple samples ('''Area Samples''') on the planar surface of the light in order to simulate the Area Light source. This means, the more samples, the longer the render times (and higher quality). Since the shadows are ray traced, scenes that using lots of transparency (ie trans-mapped hairstyles) or containing lots of geometry can result in very long render times. The product page images I rendered were rendered at 650x500 on a Pentium Core Duo (2.2Ghz) Laptop with 3Gb RAM. Images rendered in the 5min-40min range. == Caveats == * The area light provides accurate diffuse and shadows; as the lighting becomes more diffuse, the specular will also become softer. It may be difficult to create a perfectly sharp, square shaped highlight. * omAreaLight uses ray tracing in order to calculate its realistic shadows; this can lead to long render times especially when using large amounts of geometry and transparency. == Tips and Tricks == * Do test renders with a low '''Area Samples''' value like 4 in order to block in light placement and size; bump up to a value like 16 for final renders. * When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. * As you increase the size of the area light, you may need to also increase the intensity. a3aeff0b6e806a0bcc1678847108f384462e6f30 374 373 2014-01-04T06:25:25Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/omarealight-light-shader-for-daz-studio]] [[Image:OmAreaLight_pp_banner.jpg]] The omAreaLight is a light shader for DAZ Studio allowing you to simulate panel lights, soft boxes, other rectangular light sources such as TVs, florescent lights, etc. The Area Light source provides for realistic soft shadows as well as diffuse wrapped lighting. == User Guide == Bellow is a description of the various controls of the omAreaLight. === Shadows === The look of your shadows will depend greatly on the size/shape of your light source (see the ''Area'' section). In addition to Shadow softness, omAreaLight also allows you to control shadow intensity (opacity) and color. [[Image:OmAreaLight_parms_shadows.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20_shad0-0-1_shadIntensity50.jpg]] || Shadow Color=Blue<br>Shadow Intensity=50% |} === Light Basics === [[Image:OmAreaLight_parms_light_basic.jpg]] The '''Double Sided''' parameter can be used to make the omAreaLight cast light in all directions, similar to an omnidirectional or point light. {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20double.jpg]] || Double Sided=On |} === Area === The size/shape of the omAreaLight is a critical part of getting the look you want. A larger light source will provide softer light and shadow whereas a small light will give you sharper shadows and more direct lighting. Using the '''Area Size X''' and '''Area Size Y''' Parameters, one can also create rectangle shapes to achieve effects as diverse as tube and panel lights. [[Image:OmAreaLight_parms_light_area.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20.jpg]] || Area Size X=20<br>Area Size Y=20 |- | [[Image:OmAreaLight_5x5.jpg]] || Area Size X=5<br>Area Size Y=5 |- | [[Image:OmAreaLight_3x100.jpg]] || Area Size X=3<br>Area Size Y=100 |- | [[Image:OmAreaLight_100x3.jpg]] || Area Size X=100<br>Area Size Y=3 |} ==== Area Samples ==== The Area Samples parameter is the speed vs quality control for the omAreaLight; the higher the value, the better quality shadows and shading you will get at the cost of render speed. [[Image:Alert.png]] When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. === Falloff === The Falloff controls for omAreaLight operate the same way as will the UberPoint light. [[Image:OmAreaLight_parms_light_falloff.jpg]] {| border=1 ! Image !! Parameters |- | [[Image:OmAreaLight_20x20_falloff0-500-1.jpg]] || Falloff Start=0<br>Fallof End=500<br>Falloff Decay=1 |- | [[Image:OmAreaLight_20x20_falloff0-500-2.jpg]] || Falloff Start=0<br>Fallof End=500<br>Falloff Decay=2 |} === The Light Source === When you load omAreaLight into a Scene you will see that the light has a child object called '''omAreaLight Source 1'''. This is geometry that represents the visible/renderable light source of the area light. If you do not want to see the light source ''plane'' in the render, select '''omAreaLight Source 1''' and hide it (Toggle '''Visible''' to '''off'''). [[Image:OmAreaLight_ui_geo.jpg]] == Render Times == The omAreaLight calculates multiple samples ('''Area Samples''') on the planar surface of the light in order to simulate the Area Light source. This means, the more samples, the longer the render times (and higher quality). Since the shadows are ray traced, scenes that using lots of transparency (ie trans-mapped hairstyles) or containing lots of geometry can result in very long render times. The product page images I rendered were rendered at 650x500 on a Pentium Core Duo (2.2Ghz) Laptop with 3Gb RAM. Images rendered in the 5min-40min range. == Caveats == * The area light provides accurate diffuse and shadows; as the lighting becomes more diffuse, the specular will also become softer. It may be difficult to create a perfectly sharp, square shaped highlight. * omAreaLight uses ray tracing in order to calculate its realistic shadows; this can lead to long render times especially when using large amounts of geometry and transparency. == Tips and Tricks == * Do test renders with a low '''Area Samples''' value like 4 in order to block in light placement and size; bump up to a value like 16 for final renders. * When using large light sources (high Area Size values), you may need to increase your '''Area Samples''' in order to avoid noise artifacts. * As you increase the size of the area light, you may need to also increase the intensity. 1465756d13de34d9bdfe010101e16c116b8dcc7d HumanSurface 0 57 375 97 2014-01-04T06:28:14Z Admin 1 wikitext text/x-wiki '''HumanSurface is the predecessor to UberSurface which is now included in DazStudio 4+. If you have UberSurface or UberSurface2, you do not need HumanSurface''' Next Generation surface shader for DAZStudio providing HDRI reflection support, Subsurface Scatterings, translucency and more. == Product Description == See the [http://www.daz3d.com/i.x/shop/itemdetails/-/?item=7412 DAZ Product Page] or [http://artzone.daz3d.com/wiki/doku.php/azproduct/7412 Artzone Wiki] for a full product description. [[Image:HumanSurface_pp01_med.jpg]] == User Guide == === Tiling === HumanSurface supports tiling textures via the '''Tiling''' parameters. If tiling is set to ''3'', the texture will be repeated or tiled 3 times. [[Image:HumanSurface_ui_tiling.jpg]] {| border=1 ! Tiling 1 1 !! Tiling 3 2 |- | [[Image:HumanSurface_tiling_1.jpg]] || [[Image:HumanSurface_tiling_3_2.jpg]] |} === Opacity === [[Image:HumanSurface_ui_opacity.jpg]] === Specular === [[Image:HumanSurface_ui_specular.jpg]] ==== Glossiness ==== The specular model of HumanSurface is greatly improved over the Studio default shader. The shader uses a proprietary BRDF that pays special attention to glancing lights; preserving the specular shape and avoiding ugly clipping and harsh falloff. {| border=1 ! '''DAZ Studio Default''' !! '''HumanSurface''' |- | [[Image:HumanSurface_glossy_dz_p50.jpg]] || [[Image:HumanSurface_glossy_om_p04.jpg]] |- | Glossiness 50% || Glossiness 4% |} [[Image:Alert.png]] You will notice that the DAZ Studio Default and HumanSurface Glossiness values do not map directly across. This is because HumanSurface has a unique specular model. The OpenGL preview should show you approximately what the specular will look like. {| border=1 ! Glossiness 0% !! Glossiness 4% !! Glossiness 20% !! Glossiness 50% !! Glossiness 100% |- | [[Image:HumanSurface_spec_gloss_p00.jpg]] || [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p20.jpg]] || [[Image:HumanSurface_spec_gloss_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p100.jpg]] |} ==== Sharpness ==== The following images were rendered with specular only; Glossiness of 4%. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_spec_gloss_p04.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p50.jpg]] || [[Image:HumanSurface_spec_gloss_p04_sharp_p100.jpg]] |} === Reflection === HumanSurface allow for HDR/Environment mapped reflection maps (in latitude/longitude format) as well as ray traced reflections. Both Modes of reflection can be blurred to achieve oily skin effects. [[Image:Alert.png]] More info on creating HDR can be found in the '''Creating Environment Maps''' section on the UberEnvironment page. [[Image:HumanSurface_ui_reflection.jpg]] {| border=1 ! Reflect Strength 400%; Blur 0% !! Reflect Strength 400%; Blur 5% |- | [[Image:HumanSurface_refl_strength400.jpg]] || [[Image:HumanSurface_refl_strength400_blur05.jpg]] |} ==== Fresnel ==== [http://en.wikipedia.org/wiki/Fresnel_equations Fresnel's law] basically states reflection at glancing angles is stronger than direct. The provided Fresnel controls give us explicit control over this effect. {| border=1 ! Sharpness 0% !! Sharpness 50% !! Sharpness 100% |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp50.jpg]] || [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1_fsharp100.jpg]] |} {| border=1 ! Falloff 1 !! Falloff 5 |- | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff1.jpg]] | [[Image:HumanSurface_refl_strength400_fstrength100_ffalloff5.jpg]] |} === Velvet === The velvet component is designed to simulate the effect of tiny hairs on the surface. This helps to provide the look of ''"Peach Fuzz"'' on a face but can also be used to make a surface look like fabric like in the HumanSurfaceExpansionPack1. [[Image:HumanSurface_ui_velvet.jpg]] {| border=1 ! Falloff 5 !! Falloff 20 !! Falloff 50 |- | [[Image:HumanSurface_velvet_falloff05.jpg]] || [[Image:HumanSurface_velvet_falloff20.jpg]] | [[Image:HumanSurface_velvet_falloff50.jpg]] |} === Subsurface Scattering === Subsurface Scattering can be used to simulate the scattering of light through transluscent surfaces like skin. All images were rendered with a gray diffuse and red Subsurface Color. [[Image:Alert.png]] Subsurface Scattering is based on Diffuse; Diffuse must be active in order for Subsurface Scattering to work. [[Image:HumanSurface_ui_sss.jpg]] ==== Refraction ==== Subsurface refraction represents the refraction or how much light is bent as it enters the simulated surface. {| border=1 ! Refraction 1 !! Refraction 1.5 !! Refraction 5 |- | [[Image:HumanSurface_sss_strength100_kfr1.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_kfr5.jpg]] |} ==== Scale ==== The Scale of the objects; this effects how far the light scatters through the object. {| border=1 ! Scale 2 !! Scale 4 !! Scale 6 !! Scale 10 |- | [[Image:HumanSurface_sss_strength100_scale2.jpg]] | [[Image:HumanSurface_sss_strength100.jpg]] | [[Image:HumanSurface_sss_strength100_scale6.jpg]] | [[Image:HumanSurface_sss_strength100_scale10.jpg]] |} === Displacement === The displacement controls are the same as the default shaders with one import addition: the abiblity to properly ray trace displacements. [[3Delight]] allows ray tracing ''before'' or ''after'' displacing geometry. Since displacing the geometry generates micropolygons and a more dense mesh, displacing ''after'' will negatively impact render times but give you better visual results and can get rid of black splotchiness in rendes. In order to ray trace ''after'' displacement, turn '''Trace Displacements''' on. == Tips and Tricks == * Use the 'Active' toggles to isolate the contribution of individual components. For example turn off the Basic Specular, Reflection, Diffuse, etc, when dialing in the size and sharpness of the Secondary Specular. This helps to make it more clear what the controls are doing. When you turn everything else back on, you then only need to worry about dialing in the ''Strength'' of the Secondary Specular. * Often Better results can be achieved by using Reflection ''in stead'' of Specular. The reality of it is Specular is simply a gross approximation of Reflection. Try using blurred reflection and apply the specular map and a Reflection Strength map (Ideally using HDRI like the ones provided). ff140cf9fc0c5131be91aa1a6141e2ecccb31e0c UberEnvironment 0 51 376 222 2014-01-04T06:30:14Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|link=http://www.daz3d.com/uberenvironment-light-shader]] UberEnvironment light shader and textures for allowing realistic lighting control in DAZStudio. '''UberEnvironment is now included as part of DazStudio 4+. Also see the [[UberEnvironmentFAQs]] page for frequently asked questions''' '''[[UberEnvironment2]]''' is also available. ==Product Description== [[File:UberEnvironment_pp01_lo.jpg]] UberEnvironment is a 3Delight light shader designed for Ambient and Environmental lighting effects through the use of ambient occlusion with optional bent normals, as well as [http://en.wikipedia.org/wiki/Image_based_lighting Image Based Lighting] using [http://en.wikipedia.org/wiki/High_dynamic_range_imaging HDRI] (Environment Maps). ===Features=== * Ambient Occlusion ** Occlusion Samples ** Shading Rate control ** Irradiance Max Error * Environment Mapping ** Bent Normal Support ** Saturation ** Contrast * Included 4 HDR convolved lat/long Environment Maps ** KHPark_EnvM.tif ** Kitchen_EnvM.tif ** LightDome_EnvM.tif ** Sunset_EnvM.tif * 5 Quality Presets for quick tuning of render time/image quality ** XLo ** Lo ** Med ** Hi ** XHi ===Parameters=== [[Image:UberEnvironment_sg_params.jpg|left]] {| border="1" ! Parameters !! Description |- ! Intensity | The intensity of the light |- ! Intensity Scale | Light intensity multiplier |- ! colspan=2 | Map Controls |- ! Saturation | The saturation of the Color (Environment) Map. |- ! Contrast | The contrast of the Color (Environment) Map. |- ! colspan=2 | Raytracing |- ! Ray trace | (On/Off) This turns on ray tracing, which is a slow but accurate way of calculating shading using ambient occlusion. |- ! Bent Normals | Do the Environment Map lookup using the ''bent normal''. This only applies when using a mapped light color. |- ! Occlusion Strength | The strength of the occlusion effect (The darkness of the shadows). |- ! Occlusion Color | The color of the occlusion effect (The color of the shadows). |- ! Occlusion Samples | The number of rays used in the occlusion calculation. Higher number = Higher quality = Slower renders. |- ! colspan=2 | Advanced |- ! Shading Rate | This is the shading rate used only for occlusion. Higher number = Lower quality = Faster renders |- ! Max Error | The 3Delight Irradiance Max Error. Higher number = Lower quality = Faster renders |- ! Maximum Trace Distance | The maximum distance a ray will be allowed to travel and be considered in occlusion. Smaller numbers will produce finer detail occlusion. |} For further information on the Advanced controls, see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation 3Delight docs]. ==Using UberEnvironment== ===Ambient Occlusion Effects=== [[Image:alert.png]] Ambient Occlusion uses ray tracing which can lead to long render times. [[Image:UberEnvironment_pp02_lo.jpg|frame| An ambient occlusion render]] The UberEnvironment shader can be used to achieve ambient occlusion effects. This can be done by doing the following: # Add an UberEnvironment light to your scene. # By default, the light will be setup to render with Ambient Occlusion. # Do a test render. ===Image Based Lighting Effects=== UberEnvironment allows you to use a image map, or Environment Map as I will refer to it. This is an image file that describes light color and intensity based on direction. # Select one of the Environment Map presets (Sunset for example). # Turn ''raytracing'' off. If you are going for subtle ambient lighting, you may not need to take the hit for raytracing. # [[Image:alert.png]] Rotating/Translating the light will not change the rendered image. Rotate the scene to get the desired placement of the Environment lighting. # If raytracing is necessary, turn it on and use the provided quality presets to optimize your render. ====The Included Environment Maps==== [[Image:UberEnvironment_pp03map_med.jpg|frame|'''Figure 2''' Sample renders showing the '''4 included environment maps'''. The top two (''KHPark'' and ''Kitchen'') Are derived from HDR photos That I took. The bottom two were painted to get a specific effect.]] [[File:UberEnvironment_pp04_med.jpg|frame|'''Figure 3''']] '''Figure 3''' shows the '''original HDRI''' before they were made into Environment Maps. You will notice that the Environments are very small and blurry but this is intentional as we are simulating diffuse lighting with these maps. ==Tips and Tricks== * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, turn off ''raytracing'' initially. When you are satisfied with your light placement after doing some test renders, turn raytracing back on for the full effect. ==Developer Notes== ===Creating Environment Maps=== [[Image:Tip.gif]] The '''omHdrConverter''' is now freely available on the [[Downloads]] page to make this process less painful. Technical details follow... In order to correctly create custom Environment Maps with UberEnvironment, the following must happen: * The map must be in Lat/Long (or latitude/longitude) format. * The source image can be in any tdlmake supported format; TIFF, JPEG, OpenEXR, HDR, etc. I use HDR. * For best results the source image should be ''convolved'' or spherically blurred in order to best simulate diffuse lighting. This can be done with a free application such as HDRShop. ('''Figure 3''' above shows the result of this process) * The 3Delight utility '''tdlmake''' must be run on the source image manually with the -envlatl option and output in .tif format in order to create an image that DazStudio can see, and that is optimized for 3Delight. For further information '''tdlmake''', see the [http://www.3delight.com/en/index.php/products/3delight/3delight_documentation 3Delight docs ]. 49d9208a90a03c057692e8e0b52cd36375471349 UberSpot 0 46 377 66 2014-01-08T05:42:41Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/i.x/shop/itemdetails/-/?item=5699]] [[File:UberSpot_banner.jpg|link=http://www.daz3d.com/uberspot-light-shader-for-daz-studio]] UberSpot light shader and textures for DAZ|Studio ==Product Description== UberSpot is a 3Delight light shader, texture maps, and custom interface allowing powerful and flexible lighting control in DAZ|Studio. The new light allows for high-end controls, allowing the user to place light where it is desired with the use of enhanced falloff controls, barndoors, and light gells (gobos). ==Features== [[File:UberSpot_PP01_hi.jpg|right]] * Enhanced falloff controls ** Cone Outside ** Cone Softness ** Falloff Active ** Falloff Start ** Falloff End * Texture support allows for light gell/gobo/slide projector effects. * Individual Left/Right/Top/Bottom Barndoor controls ** Barndoor Left Active ** Barndoor Left Angle ** Barndoor Left Softness ** Barndoor Right Active ** Barndoor Right Angle ** Barndoor Right Softness ** Barndoor Top Active ** Barndoor Top Angle ** Barndoor Top Softness ** Barndoor Bot Active ** Barndoor Bot Angle ** Barndoor Bot Softness * Shadow Controls ** Shadow Type ** Shadow Color ** Shadow Intensity ** samples ** Shadow Softness ** Shadow Bias * Included 9 Texture maps ** blinds01sharp.jpg ** blinds01soft.jpg ** fire01soft.jpg ** trees01sharp.jpg ** trees01soft.jpg ** trees02sharp.jpg ** trees02soft.jpg ** window01sharp.jpg ** window01soft.jpg ** blinds01sharp.jpg be3eec4487fb2e04f447651d20f49e9b25974443 378 377 2014-01-08T05:44:34Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/uberspot-light-shader-for-daz-studio]] [[File:UberSpot_banner.jpg|link=http://www.daz3d.com/uberspot-light-shader-for-daz-studio]] UberSpot light shader and textures for DAZ|Studio ==Product Description== UberSpot is a 3Delight light shader, texture maps, and custom interface allowing powerful and flexible lighting control in DAZ|Studio. The new light allows for high-end controls, allowing the user to place light where it is desired with the use of enhanced falloff controls, barndoors, and light gells (gobos). ==Features== [[File:UberSpot_PP01_hi.jpg|right]] * Enhanced falloff controls ** Cone Outside ** Cone Softness ** Falloff Active ** Falloff Start ** Falloff End * Texture support allows for light gell/gobo/slide projector effects. * Individual Left/Right/Top/Bottom Barndoor controls ** Barndoor Left Active ** Barndoor Left Angle ** Barndoor Left Softness ** Barndoor Right Active ** Barndoor Right Angle ** Barndoor Right Softness ** Barndoor Top Active ** Barndoor Top Angle ** Barndoor Top Softness ** Barndoor Bot Active ** Barndoor Bot Angle ** Barndoor Bot Softness * Shadow Controls ** Shadow Type ** Shadow Color ** Shadow Intensity ** samples ** Shadow Softness ** Shadow Bias * Included 9 Texture maps ** blinds01sharp.jpg ** blinds01soft.jpg ** fire01soft.jpg ** trees01sharp.jpg ** trees01soft.jpg ** trees02sharp.jpg ** trees02soft.jpg ** window01sharp.jpg ** window01soft.jpg ** blinds01sharp.jpg 6571750dce097f56bbfb2a95ce94965c104288f9 UberPoint 0 10 379 68 2014-01-08T05:45:28Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/uberpoint-light-shader-for-daz-studio]] [[File:UberPointBanner.jpg|link=http://www.daz3d.com/uberpoint-light-shader-for-daz-studio]] UberPoint light shader and textures for allowing powerful and flexible lighting control in DAZ|Studio = Product Description = UberPoint is a 3Delight light shader, texture maps, and custom interface allowing powerful and flexible lighting control in DAZ|Studio. The new point light allows for high-end controls, allowing the user to place light where it is desired with the use of enhanced falloff controls, raytraced soft shadows, and light gells (gobos). = Features = [[File:UberPointPP_02hi.jpg|right]] * Enhanced falloff controls ** Falloff Active ** Falloff Start ** Falloff End ** Falloff Decay * Texture support allows for light gell/gobo/slide projector effects. * Shadow Controls (Raytraced soft shadow support) ** Shadow Type ** Shadow Color ** Shadow Intensity ** samples ** Shadow Softness ** Shadow Bias * Included 4 Texture maps ** discoBall.jpg ** lavaLampBlue.jpg ** misty.jpg ** torch.jpg 4b1fe18003e4fe8743b7eb7a899f83255ad8ca0a ReLight 0 22 380 54 2014-01-08T05:46:16Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/relight]] [[File:ReLightBanner.jpg|link=http://www.daz3d.com/relight]] ReLight Multipass Rendering Script for DAZ|Studio = Product Description = ReLight is a DAZ|Studio script written to allow for re-lighting of a render through the use of multipass rendering in combination with 2D compositing (like Photoshop). ReLight allows for the automated creation of Diffuse, Specular passes on a scene or per-light basis, as well as Ambient color output into individual images. This allows the user to render each light as a separate image, and then add all lights together in 2D, providing interactive control of light intensities and colors. The dialing of light colors and intensities as post process eliminates the need for numerous time consuming render iterations in balancing lights. It also allows you to paint and edit in new and powerful ways. = Features = * Specular shading component output * Diffuse shading component output * Ambient shading component output * Specular and Diffuse output can be created per light * User definable output image type, name, and path * Update of DAZ|Studio UI to indicate current pass output * Documentation ** Informative Tool tips and help ** Instructional demo videos Using ReLight *** Assembling the rendered output in Photoshop *** Tips and tricks = User Guide = == Installation == [[File:ReLight_v01.jpg]] You can find new icons for loading this product in the following DAZ|Studio content directories: * Scripts/Utilities == The Interface == [[File:ReLight_PP02_med.jpg|right]] The ReLight interface can be launched by double clicking the '''ReLight_v01''' icon. The interface provides the following options: * "Layer Per Light"--Create images for each light in the scene. * "Diffuse"--Create a separate render image containing only Diffuse information. * "Specular"--Create a separate render image containing only Specular information. * "Ambient"--Create a separate render image containing only Ambient information. * "Render To:"--Destination path or directory for rendered images. * "Base Name"--All rendered image names will start with this base name; pass name as a suffix. * "Image Type"--The file type of all rendered pass images. Check the output passes that you would like to generate as well as the destination path, base name, and file type and then render away! In order to recombine the output images, they should be assembled in photoshop in the following way: * All Layers should be combined in to a single PSD * All layers should use a layer blend mode of "screen" (addative) * Order of the layers does not matter This product has been tested against a number of shaders but sucessful results cannot be guaranteed when using custom or 3rd party shaders. Developers should see the note below. == Instructional Videos == {{#ev:youtube|5_zYDVVKLGM}} {{#ev:youtube|zKG676b9ZY0}} {{#ev:youtube|W1WEHOczkyI}} == Tips and Tricks == * Adobe ImageReady can be used to import the render passes as frames (File>Import>Folder as Frames) and it will load all the images as layers into one image which can then be exported out as a photoshop (PSD) document. Once in PS, just set the layer type to "Screen" and start playing. Keep in mind you would not want to put multiple scenes in the same render folder as this method pulls all of the images in the folder into the ImageReady document. * If you are changing only a single light, turn off the other lights and rerender only the lights/passes you need. * Render with white lights near full intensity. Intensity and color can later be controlled in PS. * Take care to render so that there is no clipping or "hot spots" in any of your layers. These artifacts will not allow you to make flexible adjustments to the layer in PS. * In Photoshop, use a mask on light layers to create shadows or paint out unwanted light. * Using an ambient render, it is posible to hand paint quick "Ambient Occlusion" and "Subsurface Scattering" fakes without the painful render times. * When dealing with transparency, render with a black background and then in Photoshop you will need to remove the matting of each layer with Layer->Matting->Remove Black Matte. After all compositing is done the matte will need to be re-applied to the flattened image. * Using Photoshop to do compositing has its limitations and challenges. It may be difficult or impossible in certain circumstances to re-assembling all layers to match a single pass render version of the same. Complex compositing topics such as un-premultiplication/premultiplication of images against their alpha channels is not covered here and further reading is recommended. == Developer Notes == This script relies on Property Names in order to properly generate render passes. Here is a list of supported Material names: * "Diffuse Strength", "Specular Strength", "Specularity Strength", "Ambient Strength", "Reflection Strength", "Velvet Channel", "Human Skin SSS Channel". The script assumes all lights will have an "Illumination" Property. All other development questions can be directed to info@omnifreaker.com. = Updates = * '''June2009''' - When outputting a ''Layer per Light'', the light Label will be used rather than the name. This update only available in the updater for DAZStudio 3. 87c235f74233f60a15d19f5ea2298fcb824918d4 SkyGen 0 41 381 58 2014-01-08T05:47:18Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/skymap-hdr-generator]] [[File:SG_banner.jpg|link=http://www.daz3d.com/skymap-hdr-generator]] SkyGen is a skymap generator tool to be used with DazStudio to create HDR latitude/longitude maps for use in IBL and reflection mapping. SkyGen is not a set of preset sky maps but rather a tool to let you create a sky with an interactive interface. Place your sun based on time and location and given ''"haze"''--The possibilities are limitless. SkyGen is intended to be used with UberEnvironment light shader to provide image based lighting. The generated maps can also be used with HumanSurface as reflection maps. ==User Guide== ===Installation=== After installation, you will find SkyGen in the DAZ Studio 'Scripts' folder. In order to launch SkyGen, simply double-click on the icon. ===User Interface=== [[File:SG_ui01.jpg]] Procedurally create a skymap that represents the sun’s position based on Location and Time. Change the Location, Time, Month and Haze values to see the preview image instantly update. ;Location: Location you are viewing the sun from. Options are: Los Angeles, New York, London, Paris, Moscow, Tokyo, Sydney, and Rio de Janeiro. ;Time: Time of day; 18 = 6pm. ;Month: The Month of the year. ;Haze: Haziness or turbidity; A value 0 for a clear day, 10 will give a very hazy skylight. ===Saving files=== Once you are happy with the preview image, click the '''Save...''' button. You will then be presented with a file dialog where can can specify the file save location. ===Using the image with UberEnvironment=== Once you have saved out your skymap .tif file from SkyGen, you can then use it to create IBL effects in UberEnvironment. Simply use the map as a __Color__ map in UberEnvironment. [[File:UberEnvironment_ui.jpg]] ===Technical Info=== SkyGen uses the 3Delight tdlmake to create an image optimized for the 3Delight renderer. Although the generated image has a __.tif__ extension, it is really in the __tdl__ format. This format is a 32bit image and can be viewed in some editors like Photoshop CS3+. ===Version Info === SkyGen should be compatible with DazStudio versions 2.3.3.131 and above. ==Updates== * '''June2009''' - Added the ability to save out jpgs as well as tifs. Only available in the DAZStudio 3 updater. 31b7c32b12a89f29536f31b3995ff14821e90361 RenderThrottle 0 37 382 290 2014-01-08T05:48:03Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-daz-studio]] [[File:RT_banner.jpg|link=http://www.daz3d.com/render-throttle-for-daz-studio]] RenderThrottle is a render optimization preset manager add-on for Daz Studio. Using RenderThrottle will most always render images faster than using the default DazStudio ''Render Settings'' with comparable results when using the ''Hi'' preset and can be as much as '''twice as fast'''. This speed boost is achievable by giving you access to critical 3Delight parameters that are otherwise __not available in the DazStudio interface__. The other presets allow you to quickly and easily render with test and preview images that can be __multiple times faster__ that using the ''Render Settings'' alone. RenderThrottle also provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. == User Guide== === Installation=== DazStudio will need to be re-started after running the installer in order to properly install the items in the Render Action Menu as described below. After Installation, the RenderThrottle scripts can be run identically in two different ways. The Render Action Menu can be used, or the scripts can be run from the content browser as described below. === Render Action menu=== [[File:RT_ui_menu.jpg]] The following options are available in the main ''Render'' menu. ;RenderThrottle...:Launches the UI. ;RenderThrottle Last:Render using the quality setting that was last used. If you last rendered with ''Med'' quality, ''Med'' quality will be used. ;RenderThrottle Hi:Render using the ''Hi'' preset. ;RenderThrottle Med:Render using the ''Med'' preset. ;RenderThrottle Lo:Render using the ''Lo'' preset. ;RenderThrottle XLo:Render using the ''XLo'' preset. ===Content Browser=== The same functionality found in the ''Render Action Menu'' can be found in the ''Content Browser'' if you prefer to work this way. The same options apply: ;!RenderThrottle Options:Launches the UI. ;!RenderThrottle Last:Render using the quality setting that was last used. If you last rendered with ''Med'' quality, ''Med'' quality will be used. ;RenderThrottle Hi:Render using the ''Hi'' preset. ;RenderThrottle Med:Render using the ''Med'' preset. ;RenderThrottle Lo:Render using the ''Lo'' preset. ;RenderThrottle XLo:Render using the ''XLo'' preset. [[File:RT_ui_content.jpg]] ===User Interface=== The RenderThrottle exposes some of the key options found in the Render Setting pane in DazStudio. You will still use the ''Render Settings'' to determine final pixel dimensions. In order to give your presets maximum flexibility, the RenderThrottle presets will only store a __Resolution Multiplier__ which allows you to easily render images at 1/2, 1/4, etc of their original size. [[File:RT_ui_options.jpg]] ====Globals==== The global controls provide an interface to set presets for options typically found in the ''Render Settings'' dialog. If this section is checked "off", the preset will not affect global settings. ;Resolution Multiplier: A multiplier of the resolution as set in the ''Render Settings'' dialog. The final pixel dimensions that will be rendered are displayed above the slider. This allows you to easily do 1/2, 1/4 etc resolution renders. ;Pixel Samples: This is a preset for __Pixel Samples__ as set in the ''Render Settings'' dialog. ;Shadow Samples: This is a preset for __Shadow Samples__ as set in the ''Render Settings'' dialog. ;Shading Rate: This is a preset for __Shading Rate__. Currently, __Shading Rate__ can only be accessed through the use of RenderThrottle and is a key quality vs speed control used by 3Delight. See the ''Technical Info'' section below for more info. ====UberEnvironment==== Use RenderThrottle to also control quality settings for the UberEnvironment IBL light shader. See the UberEnvironment page for more details on these controls. ====Creating Presets==== Sane defaults are provided based on years of rendering experience for film and broadcast--this gets you rendering efficiently without having to read painful renderer documentation. Customized presets can be restored to the defaults at any time. To create a preset: # Launch the RenderThrottle Options interface. # Select the preset you would like to edit from the top dropdown menu # Make changes to parameters as you like # The preset will be saved after hitting '''Render''' ===Render Performance=== Render performance will vary greatly based on what is in your scene (lights/geometry/shaders/etc). Using RenderThrottle will most always render images faster with comparable results when using the ''Hi'' preset. The other presets allow you to quickly and easily render with test and preview images that can be __multiple times faster__ that using the ''Render Settings'' alone. ===Sharing Presets=== Presets are written as text files and can be found in this directory under the DS installation: resources\omRenderThrottle You will see files like: Hi.txt Med.txt Lo.txt XLo.txt [[File:RT_doc_preset.jpg]] These files can be easily shared as a means to pass around presets. ==Technical Info== RenderThrottle exposes a key render vs. quality control for 3Delight--__''shading rate''__. Unfortuantely, DazStudio uses a very low (un-changeable) default value of __0.2__ leading to longer than needed render times. The [http://www.3delight.com/en/uploads/docs/3delight/3delight_57.html#SEC143|3Delight docs] state: '''Test renders should specify "ShadingRate 4" or more. Final renders should use "ShadingRate 1". Smaller shading rates are rarely needed and are often used by shaders that produce high frequencies''' More information on ''shading rate'' can be found in the [http://books.google.com/books?id=6_4VaJiOx7EC&pg=PA146&lpg=PA146&dq=%22shading+rate%22&source=web&ots=cpZrTRLIJ8&sig=CaylBTyy_rEeQL_DwsoM59RNOHc&hl=en&sa=X&oi=book_result&resnum=10&ct=result#PPA146,M1|Advanced Renderman] book, or in the 3Delight docs. ===Version Info === RenderThrottle should be compatible with DazStudio versions 2.2.2.20 and above. == Troubleshooting == === 64bit Installer Bug === When running the 64bit version of DAZStudio, there is an issue with the installers provided by DAZ where RenderThrottle will not run properly unless the 32bit version is installed as well. If you see an error like this: ''Unable to find library file "C:/Program Files/DAZ 3D/DAZStudio3/scripts/support/omnifreaker/lib/omRenderThrottle.dseb"; Make sure that the files have been installed correctly.'' [[File:RT_install_error.jpg]] Please try installing the 32bit version as well--this should resolve the issue. Sorry for the headache--the issue has been logged with DAZ (2011 April) 818fec1cd855b818c88497ca32b80078e963a9f6 UberSoftLightPack1 0 193 383 282 2014-01-08T05:49:41Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/ubersoft-light-pack1]] [[Image:Uslp1_banner.jpg|link=http://www.daz3d.com/ubersoft-light-pack1]] UberSoftLightPack1 is a collection of light rigs that extend the UberSoftLightKit. The pack includes the following presets/rigs: * Back Light * Graphic * Moon Light * Rim Light * Soft Box X1 * Soft Box X2 * Theater Lights * Warm And includes a bonus light rig for '''''[http://www.daz3d.com/i/shop/itemdetails/?item=5647 Stonemason's Arc]''''' === User Guide === [[Image:Uslp1_backlight_ui.jpg]] All light rigs in the pack include a parent ''Null'' Node with all the lights parented underneath. This allows you to easily rotate/move the rig as a whole. * [[Image:Alert.png]] The '''''Back Light''''' preset includes a camera (''RenderCam''). There is an UberSoftDistantLight parented to this camera which allows it to always be a ''backlight''. * As the UberSoft lights are diffuse only, many of the rigs include spec only Distant Lights for that extra kick. d474ab44bfcc05062b9d504956334dced56ab246 HumanSurfaceExpansionPack1 0 21 384 34 2014-01-08T05:51:23Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/elite-human-surface-expansion-pack-1]] Realize the full potential of the DAZ Studio Elite Human Surface Shader with presets that unlock its versatility and power. Quickly achieve looks as diverse as stunning car paint and supple leather. Includes tileable textures. See the [http://www.daz3d.com/elite-human-surface-expansion-pack-1 DAZ Product Page] for more information. <gallery> File:HumanSurface_ep1_car_med.jpg File:HumanSurface_ep1_leather_med.jpg File:HumanSurface_ep1_fab3_med.jpg File:HumanSurface_ep1_fab4_med.jpg File:HumanSurface_ep1_fab5_med.jpg File:HumanSurface_ep1_fab6_med.jpg </gallery> 43de36bd5ca3b6fcf5e89322855812e56fbcecc3 UberEnvironmentHdriPack1 0 14 385 26 2014-01-08T05:53:09Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/uber-lighting-bundle]] [[File:UEhdri1_pp01_lo.jpg|link=http://www.daz3d.com/uber-lighting-bundle]] Diffuse HDRI 6 pack for the UberEnvironment light shader to expand the your IBL possibilities. = Features = * 6 HDRI Diffuse Textures: ** Candlelight ** Cornell Box ** Dawn ** Full Moon ** Soft Box ** Studio * All textures include a preset and are included in 3 formats: ** hdr ** jpg ** tif (3Delight 'tdlmake' format) ** Each are latitude/longitude style environment maps that have been convolved for diffuse lighting. (128X64) [[File:UEhdri1_pp02_lo.jpg|link=http://www.daz3d.com/uber-lighting-bundle]] 035c12b7e859910c6fdb9c9e8b159a0a4c7fe5e1 Contact 0 64 392 96 2017-02-24T22:00:46Z Admin 1 wikitext text/x-wiki == Support == For basic DAZStudio issues, please contact [http://www.daz3d.com DAZ3D]. If you are having issues with one of my plugins or scripts, you can contact me at '''info@omnifreaker.com''' == Mailing List == Subscribe to my email list for product updates and news (infrequent). I will only send news when there is news to report--'''no spam'''. <html> <!-- Begin MailChimp Signup Form --> <link href="//cdn-images.mailchimp.com/embedcode/classic-10_7.css" rel="stylesheet" type="text/css"> <style type="text/css"> #mc_embed_signup{background:#fff; clear:left; font:14px Helvetica,Arial,sans-serif; } /* Add your own MailChimp form style overrides in your site stylesheet or in this style block. We recommend moving this block and the preceding CSS link to the HEAD of your HTML file. */ </style> <div id="mc_embed_signup"> <form action="//omnifreaker.us15.list-manage.com/subscribe/post?u=d27196d764880f683a4434553&amp;id=43a850e83b" method="post" id="mc-embedded-subscribe-form" name="mc-embedded-subscribe-form" class="validate" target="_blank" novalidate> <div id="mc_embed_signup_scroll"> <h2>Subscribe to our mailing list</h2> <div class="indicates-required"><span class="asterisk">*</span> indicates required</div> <div class="mc-field-group"> <label for="mce-EMAIL">Email Address <span class="asterisk">*</span> </label> <input type="email" value="" name="EMAIL" class="required email" id="mce-EMAIL"> </div> <div class="mc-field-group"> <label for="mce-FNAME">First Name </label> <input type="text" value="" name="FNAME" class="" id="mce-FNAME"> </div> <div class="mc-field-group"> <label for="mce-LNAME">Last Name </label> <input type="text" value="" name="LNAME" class="" id="mce-LNAME"> </div> <div id="mce-responses" class="clear"> <div class="response" id="mce-error-response" style="display:none"></div> <div class="response" id="mce-success-response" style="display:none"></div> </div> <!-- real people should not fill this in and expect good things - do not remove this or risk form bot signups--> <div style="position: absolute; left: -5000px;" aria-hidden="true"><input type="text" name="b_d27196d764880f683a4434553_43a850e83b" tabindex="-1" value=""></div> <div class="clear"><input type="submit" value="Subscribe" name="subscribe" id="mc-embedded-subscribe" class="button"></div> </div> </form> </div> <!--End mc_embed_signup--> </html> 74babe27686b7a5ba1a9a852ad4b573c07da3dbc MediaWiki:Licenses 8 223 394 2017-03-23T04:19:51Z Admin 1 Created page with "- Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License" wikitext text/x-wiki - Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License 08b76f1cec59815f98f8891cc0cc2ed52845158f 395 394 2017-03-23T04:22:10Z Admin 1 wikitext text/x-wiki * Unknown_copyright|I don't know exactly * Free licenses: ** MW-screenshot|MediaWiki screenshot ** PD|PD: public domain ** CC-by-sa-4.0|Creative Commons Attribution ShareAlike 4.0 ** GFDL|GFDL: GNU Free Documentation License ** GPL|GPL: GNU General Public License ** LGPL|LGPL: GNU Lesser General Public License * Non-free license (exception): ** CopyrightByWikimedia|Wikimedia images 3792d3bc960f45a2ca97de58250c238edf158ed8 Template:CC-by-sa-4.0 10 224 396 2017-03-23T04:23:42Z Admin 1 Created page with "Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License https://creativecommons.org/licenses/by-nc-sa/4.0/" wikitext text/x-wiki Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License https://creativecommons.org/licenses/by-nc-sa/4.0/ 294f5bb49a6eedf8da8bd9783627be3e553fbe87 File:8764-stinson-beach-shaderballs.jpg 6 225 397 2017-03-23T04:29:16Z Admin 1 Stinson Beach Shaderball thumbnails wikitext text/x-wiki == Summary == Stinson Beach Shaderball thumbnails == Licensing == {{CC-by-sa-4.0}} 621a6e30484c85c655621441defd879781d879b9 File:Stinson Beach 01.zip 6 226 398 2017-03-23T04:38:00Z Admin 1 Pixar Stinson Beach HDR Files wikitext text/x-wiki == Summary == Pixar Stinson Beach HDR Files == Licensing == {{CC-by-sa-4.0}} 4d25ee3ec86901210676cf015c7332ee87d1aad2 File:Stinson Beach 02.zip 6 227 399 2017-03-23T04:39:40Z Admin 1 Pixar Stinson Beach HDR Files wikitext text/x-wiki == Summary == Pixar Stinson Beach HDR Files == Licensing == {{CC-by-sa-4.0}} 4d25ee3ec86901210676cf015c7332ee87d1aad2 Downloads 0 171 401 267 2017-03-23T04:54:42Z Admin 1 wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[File:Stinson Beach 01.zip]] [[File:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 50419e8664df6a8b7a7f44ccf66ee8755e502d47 403 401 2017-03-23T05:01:06Z Admin 1 wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[File:Stinson Beach 01.zip]] [[File:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' ad52f2e79a7bf1472d8932a27b682d0baf19792a 404 403 2017-03-23T05:14:00Z Admin 1 wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 29e6e16cc6a9930ea71824805b433663c874869a 405 404 2017-03-23T05:14:33Z Admin 1 /* Stinson Beach HDRI */ wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 4d2f957e3e88f6a7026aae36a1950cc2f3d24b29 407 405 2017-03-23T13:27:14Z Admin 1 wikitext text/x-wiki '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. An iRay render using Env_StinsonBeach_1744PM_2k.21.hdr: [[File:Stinson beach 1744 01.png]] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' a37ae57668b5dc76caab72d38f37110277aafc06 File:Stinson beach 1744 01.png 6 228 406 2017-03-23T13:19:51Z Admin 1 iRay render of Env_StinsonBeach_1744PM_2k.21.hdr wikitext text/x-wiki iRay render of Env_StinsonBeach_1744PM_2k.21.hdr b63485f17d50ce7a920971e323248b23ff1d7290 File:Warrior head c 16 cc.png 6 229 408 2017-04-23T01:33:18Z Admin 1 Sneak Peak of new Stylized Character for DAZ Studio wikitext text/x-wiki Sneak Peak of new Stylized Character for DAZ Studio e5c749bba3095d4ec243a2f0eed69b6f2db8e487 News 0 174 409 402 2017-04-23T01:34:58Z Admin 1 wikitext text/x-wiki == Sneak Peak of New Stylized Character == Anyone interested in a new look? [[File:Warrior_head_c_16_cc.png]] == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 8bd34356239b149758be0c1b71fb97471495ba14 414 409 2017-08-02T05:23:45Z Admin 1 wikitext text/x-wiki == Sneak Peak of New Stylized Characters == Anyone interested in a new look? [[File:Warrior_head_c_16_cc.png]][[File:SkeletonWarriorPromo.jpg|461px]] == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. ab797f0dda4b76f3f383133c9707d5407b547b8f 420 414 2017-08-21T14:30:47Z Admin 1 /* Sneak Peak of New Stylized Characters */ wikitext text/x-wiki == Sneak Peak of New Stylized Characters == Anyone interested in a new look? [[Contact|Sign up for for updates]]. [[File:Warrior_head_c_16_cc.png]][[File:SkeletonWarriorPromo.jpg|461px]] == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 325a0cb8ce7cd0046482e857f38ca8807eb8698a 441 420 2017-09-13T15:02:19Z Admin 1 /* Sneak Peak of New Stylized Characters */ wikitext text/x-wiki == Sneak Peak of New Stylized Characters == Anyone interested in a new look? [[Contact|Sign up for for updates]]. [[File:Warrior_product_comp_01_01_500.jpg]][[File:Incantoo_skeleton_attack_sunset_500.jpg]] == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 1720eeee84929cb69285f1b25f2ae58cee8d839f 457 441 2017-10-12T07:19:15Z Admin 1 /* Sneak Peak of New Stylized Characters */ wikitext text/x-wiki == Incantoo Stylized Characters/Environments Now Available! == [[File:Surrounded_02_1000x1300.jpg]] Need a vacation from the "uncanny valley"? The [https://www.daz3d.com/incantoo-starter-bundle Incantoo Starter Bundle] provides a ticket to a new stylized fantasy world of Warriors, Skeletons, and more! == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. 8aebe02db556491f0fb2b9a8089da8efe7d93a50 File:Incantoo warrior sneak peek 02.jpeg 6 230 410 2017-06-09T15:18:51Z Admin 1 Warrior with axe full body sneak peak wikitext text/x-wiki Warrior with axe full body sneak peak ad6df305148430ec223d418a150da848f47518b4 File:SkeletonWarriorPromo.jpg 6 231 411 2017-08-02T04:53:27Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:SkeletonWarriorFace.jpg 6 232 412 2017-08-02T04:54:36Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:SkeletonShieldSword.jpg 6 233 413 2017-08-02T04:55:17Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:SkeletonHeadSuprisedEyes.jpg 6 234 415 2017-08-02T13:38:42Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:SkeletonHeadGlowEyes.jpg 6 235 416 2017-08-02T13:39:14Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:SkeletonHeadVariations.jpg 6 236 417 2017-08-02T15:31:56Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 IncantooWarrior 0 237 418 2017-08-08T13:14:59Z Admin 1 Created page with "== Coming Soon! ==" wikitext text/x-wiki == Coming Soon! == 7ee1a7684b92a50ca6570fb3d02e3b04bae01075 437 418 2017-09-13T14:55:57Z Admin 1 /* Coming Soon! */ wikitext text/x-wiki == Summary == == Gallery == == Installed Files == Look for installed Figure, Props and Poses here: '''People/omnifreaker/Incantoo Warrior''' 42e67ba407746bd8faf190f7397222928ed92431 439 437 2017-09-13T15:00:25Z Admin 1 /* Gallery */ wikitext text/x-wiki == Summary == == Gallery == [[File:Warrior_product_comp_01_01_500.jpg]] == Installed Files == Look for installed Figure, Props and Poses here: '''People/omnifreaker/Incantoo Warrior''' 85b85ad7d11fef39f0673bb250e8320253d8d8de 440 439 2017-09-13T15:00:39Z Admin 1 wikitext text/x-wiki == Summary == Incantoo Warrior is a stylized fantasy figure complete with axe, shield, helmet, breastplate, beard, and ponytail he is ready to do battle or strike a pose. The figure comes complete with face rig, poses, high res textures, and beautiful Iray materials. == Gallery == [[File:Warrior_product_comp_01_01_500.jpg]] == Installed Files == Look for installed Figure, Props and Poses here: '''People/omnifreaker/Incantoo Warrior''' ecdc2847cdd91f9aa9feeb69c1d095f2f32a85a8 IncantooSkeleton 0 238 419 2017-08-08T13:15:26Z Admin 1 Created page with "== Coming Soon! ==" wikitext text/x-wiki == Coming Soon! == 7ee1a7684b92a50ca6570fb3d02e3b04bae01075 433 419 2017-09-08T05:24:20Z Admin 1 /* Coming Soon! */ wikitext text/x-wiki == Summary == Incantoo Skeleton is a stylized menace raised from the grave. Complete with sword and shield he is ready to do un-dead battle. The figure comes complete with morph targets, poses, high res textures, and beautiful Iray materials. == Gallery == == Installed Files == Look for installed Figure, Props and Poses here: People/omnifreaker/Incantoo Skeleton f6f200646b7414939d3c333342eb9417e735f497 434 433 2017-09-08T05:25:20Z Admin 1 /* Gallery */ wikitext text/x-wiki == Summary == Incantoo Skeleton is a stylized menace raised from the grave. Complete with sword and shield he is ready to do un-dead battle. The figure comes complete with morph targets, poses, high res textures, and beautiful Iray materials. == Gallery == [[File: Incantoo skeleton attack sunset 500.jpg]] == Installed Files == Look for installed Figure, Props and Poses here: People/omnifreaker/Incantoo Skeleton faa7494621e34c519b9669cb6b7baa3663e5702d 435 434 2017-09-08T05:25:59Z Admin 1 wikitext text/x-wiki == Summary == Incantoo Skeleton is a stylized menace raised from the grave. Complete with sword and shield he is ready to do un-dead battle. The figure comes complete with morph targets, poses, high res textures, and beautiful Iray materials. == Gallery == [[File:Incantoo_skeleton_attack_sunset_500.jpg]] == Installed Files == Look for installed Figure, Props and Poses here: People/omnifreaker/Incantoo Skeleton eef2fe7f12538688a5710b288d22e7ad25d469e0 436 435 2017-09-08T05:26:18Z Admin 1 /* Installed Files */ wikitext text/x-wiki == Summary == Incantoo Skeleton is a stylized menace raised from the grave. Complete with sword and shield he is ready to do un-dead battle. The figure comes complete with morph targets, poses, high res textures, and beautiful Iray materials. == Gallery == [[File:Incantoo_skeleton_attack_sunset_500.jpg]] == Installed Files == Look for installed Figure, Props and Poses here: '''People/omnifreaker/Incantoo Skeleton''' 4c62be5f2a0ac58974975db9f1a454285b0f143a 442 436 2017-09-20T03:48:41Z Admin 1 /* Installed Files */ wikitext text/x-wiki == Summary == Incantoo Skeleton is a stylized menace raised from the grave. Complete with sword and shield he is ready to do un-dead battle. The figure comes complete with morph targets, poses, high res textures, and beautiful Iray materials. == Gallery == [[File:Incantoo_skeleton_attack_sunset_500.jpg]] == Installed Files == Look for installed Figure, Props and Poses here: '''Figures/omnifreaker/Incantoo Skeleton''' b687110b6e093a5b5fbe0420a4c96a06dab87d4d Downloads 0 171 421 407 2017-08-21T15:05:09Z Admin 1 wikitext text/x-wiki <html><script type="text/javascript" src="//s3.amazonaws.com/downloads.mailchimp.com/js/signup-forms/popup/embed.js" data-dojo-config="usePlainJson: true, isDebug: false"></script><script type="text/javascript">require(["mojo/signup-forms/Loader"], function(L) { L.start({"baseUrl":"mc.us15.list-manage.com","uuid":"d27196d764880f683a4434553","lid":"43a850e83b"}) })</script></html> '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. An iRay render using Env_StinsonBeach_1744PM_2k.21.hdr: [[File:Stinson beach 1744 01.png]] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 14eb0b06d6e24c55ec11169c2e57f5b562e00d78 IncantooSky 0 239 422 2017-08-30T05:00:29Z Admin 1 Created page with "Coming Soon!" wikitext text/x-wiki Coming Soon! fbe75d95a44fcdd5e08ff9d757c8458c165ceab5 427 422 2017-09-07T02:18:58Z Admin 1 wikitext text/x-wiki Incantoo HDRI Skies are multi-use single light source images in a variety of colors and light shapes. The environments can be rotated in any direction in order to produce an infinite variety of looks. These are NOT photoreal maps but are designed to work with the painterly and stylized line of Incantoo characters by omnifreaker. [[File:Incantoo_skeleton_c02_1000.jpg|500px]] 4623de23414b91723d9099ada339002eaaca8754 430 427 2017-09-07T02:27:15Z Admin 1 wikitext text/x-wiki == Summary == Incantoo HDRI Skies are multi-use single light source images in a variety of colors and light shapes. The environments can be rotated in any direction in order to produce an infinite variety of looks. These are NOT photoreal maps but are designed to work with the painterly and stylized line of Incantoo characters by omnifreaker. == Gallery == [[File:Incantoo_skeleton_c02_1000.jpg|500px]] [[File:Env_product_compa_01_1000.jpg|500px]] == Installed Files == Look for your installed presets under '''Light Presets/omnifreaker/IncantooSky''' 19f182f38b2622cb90076d20127954e4595e4c41 431 430 2017-09-07T02:32:38Z Admin 1 /* Summary */ wikitext text/x-wiki == Summary == Incantoo HDRI Skies are multi-use single light source HDRI in a variety of colors and light shapes. The environments can be rotated in any direction in order to produce an infinite variety of looks. These are NOT photoreal maps but are designed to work with the painterly and stylized line of Incantoo characters by omnifreaker. == Gallery == [[File:Incantoo_skeleton_c02_1000.jpg|500px]] [[File:Env_product_compa_01_1000.jpg|500px]] == Installed Files == Look for your installed presets under '''Light Presets/omnifreaker/IncantooSky''' 33b6a60b051c936103fb05cf5b3aa8f82f0143a0 File:Incantoo skeleton attack sunset 500.jpg 6 240 423 2017-09-05T03:18:47Z Admin 1 Sunset HDRI environment wikitext text/x-wiki Sunset HDRI environment ef00689543050385cce817715577882361a3a5d3 IncantooRollingHills 0 241 424 2017-09-06T02:31:47Z Admin 1 Created page with "Coming Soon!" wikitext text/x-wiki Coming Soon! fbe75d95a44fcdd5e08ff9d757c8458c165ceab5 432 424 2017-09-07T05:06:04Z Admin 1 wikitext text/x-wiki == Summary == Incantoo Rolling Hills is a stylized and highly detailed 3D environment that can be used in an an number of scenes. The terrain is large enough to frame shots in valleys, on top of hills, or anywhere in between. Large diameter allows for panoramic views in all directions. Multiple layered material presets allow for a wide variety of looks from arid to rocky to lush. Designed for use with Iray. == Gallery == [[File:Incantoo_rolling_hills_product_01.jpg|500px|link=]] == Installed Files == The installed Props and Material presets can be found here: '''Props/omnifreaker/IncantooRollingHills''' c68b13000183a2f6a9175f69950c29ba92370be9 File:Incantoo rolling hills product 01.jpg 6 242 425 2017-09-07T02:06:18Z Admin 1 Skeletons over the hill wikitext text/x-wiki Skeletons over the hill c882b3b261d6f6e15cdc0e6e7a784f6a1440b04b File:Incantoo skeleton c02 1000.jpg 6 243 426 2017-09-07T02:08:08Z Admin 1 Incantoo Skeleton charge with swords sunrise wikitext text/x-wiki Incantoo Skeleton charge with swords sunrise 622c92b6a29f1679b86d12fc38700e272633091e File:Env product compa 01 1000.jpg 6 244 428 2017-09-07T02:19:36Z Admin 1 Incantoo HDRi Skies wikitext text/x-wiki Incantoo HDRi Skies 5726d6659e88fdd8e4a59dde92b1394b8ebd0259 UberEnvironment2 0 67 429 262 2017-09-07T02:24:25Z Admin 1 wikitext text/x-wiki UberEnvironment2 provides the next generation of HDR/IBL/Environment lighting in DAZStudio. == User Guide == === Whats new in UberEnvironment2 === * Rotating the light will now affect light direction. * Shadows can now be directional based on EnvironmentMap. * Added ability to use indirect or bounced light with HDRI. This provides easy access to realistic and subtle lighting effects as energy is transmitted and reflected through the scene. * GI mode for adding bounce to a scene without IBL. * Added bias control which can help to prevent possible artifacts from finely detailed geometry/displacement. [[Image:UberEnvironment2_properties.jpg|link=]] === Visualization === UberEnvironment2 will load sphere object in your scene. The sphere is there to help you visualize the image based lighting; if you have a hot spot in your HDRI, you can rotate the light to change the 'key' direction. This is especially useful when using a ''directional shadow'' mode. [[Image:Tip.gif]] It is sometimes more helpful to scale down the '''EnvironmentSphere''' so it can be seen in camera. === Environment Mode === One of the most critical settings for UberEnvironment2 is the '''Environment Mode''' [[Image:Alert.png|link=]] Direction Shadows can only be achieved by using an EnvironmentMap. If the Light Color is not mapped, the direction of the light source is uniform and so the shadows will be as well. Directional Shadows are achieved by examining the HDR and sampling the map where the map has the highest values. ==== Ambient (No Ray Tracing) ==== The Ambient mode will apply color without any raytraced shadows. This mode can be used with an environment map and at the least can used as more desirable alternative to using ''Ambient'' on the surfaces. [[Image:Tip.gif]] Use this mode to quickly position HDR before turning on occlusion and taking the hit for raytracing. {| border=1 ! Ambient (No Ray Tracing) !! With EnvironmentMap |- | [[Image:UberEnvironment2_ambient.jpg|link=]] || [[Image:UberEnvironment2_ambient_tex.jpg|link=]] |} ==== Occclusion ==== {| border=1 ! Occlusion w/Soft Shadows (No EnvironmentMap) |- | [[Image:UberEnvironment2_occ_notex.jpg|link=]] |} {| border=1 ! Occlusion w/Soft Shadows !! Occlusion w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_occ.jpg|link=]] || [[Image:UberEnvironment2_occ_dir.jpg|link=]] || [[Image:UberEnvironment2_occ_dir_rot1.jpg|link=]] |} ==== Indirect Lighting ==== The Indirect Lighting mode gives you a similar look to using ''Occlusion'' with the addition of indirect lighting or bounce light. {| border=1 ! Indirect Lighting w/Soft Shadows !! Indirect Lighting w/Directional Shadows !! Rotated Light |- | [[Image:UberEnvironment2_indirect.jpg|link=]] || [[Image:UberEnvironment2_indirect_dir.jpg|link=]] || [[Image:UberEnvironment2_indirect_dir_rot1.jpg|link=]] |} ==== Bounce Light (GI) ==== The previous methods are meant to be used primarily with Image Based Lighting--that is the lighting is being driven primarily by an image. This last method is designed to be used to '''''enhance''''' traditional lighting scenes. When using this mode, spotlights, point lights, etc should be the main source of light. [[Image:UberEnvironment2_gi.jpg]] A single UberSpot is the primary source of light. The light reflected from the ground into the teapot is provided by UberEnvironment2 === Instructional Video === {{#ev:youtube|AlKMMeTY3h8}} == Tips and Tricks == * Under ''Render->Advanced'', make sure '''Max Raytrace Depth''' is set to as low a value as possible; usually 1 or 2 will work. High values will dramatically increase render times. * Raytraced effects get slower as the geometry increases in the scene. If there is geometry (props, characters) that are in your scene and not contributing to the final image, make it invisible or delete it. * Use the quality control presets often. Always start with the lowest quality that will work to approximate the effect before bumping up the quality. * It is often very useful to turn off all other lights in the scene until you have roughed in general light direction/intensity. * Only ever use one UberEnvironment in a scene. * When using Environment Maps, use the ''Ambient'' mode initially. When you are satisfied with your light placement/direction after doing some test renders, turn raytracing back on for the full effect. * Transparent objects will slow down UE2 (ie hair). You may wand to use [[UberSurface]] and turn '''Raytrace''' ''Off'' so that the hair is not seen be UberEnvironment2 in order to speed up your renders. == Related Links == * [[UberEnvironment]] * [[UberSpot]] * [[UberPoint]] * [[UberAreaLight]] == FAQ == ==== Is UberEnvironment2 compatible with [[RenderThrottle]]? ==== * Yes. 11ba171fe6027c144e1ba680fbe009b14f4e0190 File:Warrior product comp 01 01 500.jpg 6 245 438 2017-09-13T14:56:38Z Admin 1 Incantoo Stylized Fantasy Warrior wikitext text/x-wiki Incantoo Stylized Fantasy Warrior 56f5817b7d8d5f86af1e81a3e5c5477506a5fd00 Contact 0 64 443 392 2017-09-20T04:13:16Z Admin 1 /* Support */ wikitext text/x-wiki == Support == For basic DAZStudio issues, including installing my products, please contact [http://www.daz3d.com DAZ3D]. For additional questions or feedback please contact me at '''info@omnifreaker.com''' == Mailing List == Subscribe to my email list for product updates and news (infrequent). I will only send news when there is news to report--'''no spam'''. <html> <!-- Begin MailChimp Signup Form --> <link href="//cdn-images.mailchimp.com/embedcode/classic-10_7.css" rel="stylesheet" type="text/css"> <style type="text/css"> #mc_embed_signup{background:#fff; clear:left; font:14px Helvetica,Arial,sans-serif; } /* Add your own MailChimp form style overrides in your site stylesheet or in this style block. 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Micah left Daz in 2003 to pursue a film career and has since worked on a number of films over the past 12+ years in technical and artistic roles ([http://www.imdb.com/name/nm1598695/ IMDB credits]). Micah is currently a Lookdev Technical Director at [http://www.laika.com/ Laika Studios] where he works hard to make CG stuff look real enough that you will think it is stop-motion. 8d84f5aec12a63136881d36b10fb7f92c47f042f MediaWiki:Sidebar 8 5 445 357 2017-09-20T04:29:43Z Admin 1 wikitext text/x-wiki * navigation ** News|Home ** Products|Products ** Tutorials|Tutorials ** Downloads|Downloads ** Contact|Contact ** About|About ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help * SEARCH * TOOLBOX * LANGUAGES 0a12ab47ec985f5b65cf7e408de5cac0089a9dcf MediaWiki:NavBlockNavigation 8 217 446 400 2017-09-20T04:35:11Z Admin 1 wikitext text/x-wiki * [[News]] * [[Products]] * [[Downloads]] * [[Tutorials]] * [[Contact]] * [[About]] f77e4e6a7ffac7fb20ddca6e1b54492153dcf932 447 446 2017-09-29T05:52:47Z Admin 1 wikitext text/x-wiki * [[News]] * [[Products]] * [[Downloads]] * [[Tutorials]] * [[Contact]] * [[About]] * [https://www.facebook.com/omnifreaker/ Facebook Page] * [https://www.youtube.com/user/omnifreaker YouTube channel] 7c1e1061d9e09766c6aad8618f84730cb32a656a File:Surrounded 02 1000x1300.jpg 6 247 448 2017-10-12T06:29:45Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Surrounded 02 564x212.jpg 6 248 449 2017-10-12T06:30:16Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Incantoo hills product 01 main.jpg 6 249 450 2017-10-12T06:32:41Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Incantoo skeleton product 01 main.jpg 6 250 451 2017-10-12T06:32:58Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Incantoo skies product 01 main.jpg 6 251 452 2017-10-12T06:33:18Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Incantoo skeleton product 02.jpg 6 252 453 2017-10-12T06:33:50Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Incantoo warrior product 01 main.jpg 6 253 454 2017-10-12T06:34:46Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Incantoo warrior product 03.jpg 6 254 455 2017-10-12T06:35:04Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Incantoo hills product 03.jpg 6 255 456 2017-10-12T06:36:57Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 News 0 174 458 457 2017-10-12T14:42:10Z Admin 1 /* Incantoo Stylized Characters/Environments Now Available! */ wikitext text/x-wiki == Incantoo Stylized Characters/Environments Now Available! == [[File:Surrounded_02_1000x1300.jpg|link=http://www.daz3d.com/incantoo-starter-bundle]] Need a vacation from the "uncanny valley"? The [http://www.daz3d.com/incantoo-starter-bundle Incantoo Starter Bundle] provides a ticket to a new stylized fantasy world of Warriors, Skeletons, and more! == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. f8267f65637ff1c25cd149d3062ea6fc31ba85c6 459 458 2017-10-12T14:42:40Z Admin 1 /* Incantoo Stylized Characters/Environments Now Available! */ wikitext text/x-wiki == Incantoo Stylized Characters/Environments Now Available! == [[File:Surrounded_02_1000x1300.jpg|link=http://www.daz3d.com/incantoo-starter-bundle]] Need a vacation from the "uncanny valley"? The [http://www.daz3d.com/incantoo-starter-bundle Incantoo Starter Bundle] provides a ticket to a new stylized fantasy world of Warriors, Skeletons, and more! On sale for a limited time. == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. dd4216206433a63206f8985e0c30ac4dea11f40d 498 459 2018-02-04T16:46:44Z Admin 1 wikitext text/x-wiki == Render Smarter with Render Throttle for Iray == [[File:00-main-render-throttle-for-iray-daz3d.jpg|link=http://www.daz3d.com/render-throttle-for-iray|461px]] [[RenderThrottleIray]] == Incantoo Stylized Characters/Environments Now Available! == [[File:Surrounded_02_1000x1300.jpg|link=http://www.daz3d.com/incantoo-starter-bundle|461px]] Need a vacation from the "uncanny valley"? The [http://www.daz3d.com/incantoo-starter-bundle Incantoo Starter Bundle] provides a ticket to a new stylized fantasy world of Warriors, Skeletons, and more! On sale for a limited time. == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. ac0a2658a25e00b537293e367be03548f5f4dc86 Products 0 11 460 351 2017-10-12T14:50:33Z Admin 1 wikitext text/x-wiki == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Us2_icon.jpg|link=UberSurface2|UberSurface2 File:Uslk_Cellar01_icon.jpg|link=UberSoftLightKit|UberSoftLightKit File:UberHair_pp01_lo.jpg|link=UberHair|UberHair File:UberLightingBundle_pp01_lo.jpg|link=UberLightingBundle|UberLightingBundle File:omAreaLight_pp01_hi.jpg|link=omAreaLight|omAreaLight File:HumanSurface_pp01_med.jpg|link=HumanSurface|HumanSurface File:UberEnvironment_pp01_lo.jpg|UberEnvironment|UberEnvironment File:UberSpot_PP01_hi.jpg|link=UberSpot|UberSpot File:UberPointPP_02lo.jpg|link=UberPoint|UberPoint </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> ce4a7a25c14defc1fce15be495a99efb9231a157 462 460 2017-10-21T02:34:10Z Admin 1 wikitext text/x-wiki == Incantoo Starter Bundle == <gallery> File:Incantoo_warrior_product_01_main.jpg|link=IncantooWarrior|Incantoo Warrior File:Incantoo_skeleton_product_01_main.jpg|link=IncantooSkeleton|Incantoo Skeleton File:Incantoo_skies_product_01_main.jpg|link=IncantooSky|Incantoo HDRI Skies File:Incantoo_hills_product_03.jpg|link=IncantooRollingHills|Incantoo Rolling Hills </gallery> == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Us2_icon.jpg|link=UberSurface2|UberSurface2 File:Uslk_Cellar01_icon.jpg|link=UberSoftLightKit|UberSoftLightKit File:UberHair_pp01_lo.jpg|link=UberHair|UberHair File:UberLightingBundle_pp01_lo.jpg|link=UberLightingBundle|UberLightingBundle File:omAreaLight_pp01_hi.jpg|link=omAreaLight|omAreaLight File:HumanSurface_pp01_med.jpg|link=HumanSurface|HumanSurface File:UberEnvironment_pp01_lo.jpg|UberEnvironment|UberEnvironment File:UberSpot_PP01_hi.jpg|link=UberSpot|UberSpot File:UberPointPP_02lo.jpg|link=UberPoint|UberPoint </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 51d4a24cc3bc6d2c6827cfa4885009f636cf482f 463 462 2017-10-21T02:36:07Z Admin 1 wikitext text/x-wiki == Incantoo Starter Bundle == <gallery> File:Surrounded_02_1000x1300.jpg|link=IncantooStarterBundle|Incantoo Starter Bundle File:Incantoo_warrior_product_01_main.jpg|link=IncantooWarrior|Incantoo Warrior File:Incantoo_skeleton_product_01_main.jpg|link=IncantooSkeleton|Incantoo Skeleton File:Incantoo_skies_product_01_main.jpg|link=IncantooSky|Incantoo HDRI Skies File:Incantoo_hills_product_03.jpg|link=IncantooRollingHills|Incantoo Rolling Hills </gallery> == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Us2_icon.jpg|link=UberSurface2|UberSurface2 File:Uslk_Cellar01_icon.jpg|link=UberSoftLightKit|UberSoftLightKit File:UberHair_pp01_lo.jpg|link=UberHair|UberHair File:UberLightingBundle_pp01_lo.jpg|link=UberLightingBundle|UberLightingBundle File:omAreaLight_pp01_hi.jpg|link=omAreaLight|omAreaLight File:HumanSurface_pp01_med.jpg|link=HumanSurface|HumanSurface File:UberEnvironment_pp01_lo.jpg|UberEnvironment|UberEnvironment File:UberSpot_PP01_hi.jpg|link=UberSpot|UberSpot File:UberPointPP_02lo.jpg|link=UberPoint|UberPoint </gallery> == Scripts == <gallery> File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 64f0eda499a000d16cac5b4a89eb32e6ef1db33e 496 463 2018-02-04T16:40:21Z Admin 1 /* Scripts */ wikitext text/x-wiki == Incantoo Starter Bundle == <gallery> File:Surrounded_02_1000x1300.jpg|link=IncantooStarterBundle|Incantoo Starter Bundle File:Incantoo_warrior_product_01_main.jpg|link=IncantooWarrior|Incantoo Warrior File:Incantoo_skeleton_product_01_main.jpg|link=IncantooSkeleton|Incantoo Skeleton File:Incantoo_skies_product_01_main.jpg|link=IncantooSky|Incantoo HDRI Skies File:Incantoo_hills_product_03.jpg|link=IncantooRollingHills|Incantoo Rolling Hills </gallery> == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Us2_icon.jpg|link=UberSurface2|UberSurface2 File:Uslk_Cellar01_icon.jpg|link=UberSoftLightKit|UberSoftLightKit File:UberHair_pp01_lo.jpg|link=UberHair|UberHair File:UberLightingBundle_pp01_lo.jpg|link=UberLightingBundle|UberLightingBundle File:omAreaLight_pp01_hi.jpg|link=omAreaLight|omAreaLight File:HumanSurface_pp01_med.jpg|link=HumanSurface|HumanSurface File:UberEnvironment_pp01_lo.jpg|UberEnvironment|UberEnvironment File:UberSpot_PP01_hi.jpg|link=UberSpot|UberSpot File:UberPointPP_02lo.jpg|link=UberPoint|UberPoint </gallery> == Scripts == <gallery> File:00-main-render-throttle-for-iray-daz3d.jpg|link=RenderThrottleIray|Render Throttle for Iray File:SkyGen_pp_ui_lo.jpg|[[SkyGen]] File:RT_pp_main_lo.jpg|[[RenderThrottle]] File:ReLight_PP01_lo.jpg|[[ReLight]] </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> acb4387689fc731ad008d638a9d913aaca5f6560 497 496 2018-02-04T16:42:10Z Admin 1 /* Scripts */ wikitext text/x-wiki == Incantoo Starter Bundle == <gallery> File:Surrounded_02_1000x1300.jpg|link=IncantooStarterBundle|Incantoo Starter Bundle File:Incantoo_warrior_product_01_main.jpg|link=IncantooWarrior|Incantoo Warrior File:Incantoo_skeleton_product_01_main.jpg|link=IncantooSkeleton|Incantoo Skeleton File:Incantoo_skies_product_01_main.jpg|link=IncantooSky|Incantoo HDRI Skies File:Incantoo_hills_product_03.jpg|link=IncantooRollingHills|Incantoo Rolling Hills </gallery> == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Us2_icon.jpg|link=UberSurface2|UberSurface2 File:Uslk_Cellar01_icon.jpg|link=UberSoftLightKit|UberSoftLightKit File:UberHair_pp01_lo.jpg|link=UberHair|UberHair File:UberLightingBundle_pp01_lo.jpg|link=UberLightingBundle|UberLightingBundle File:omAreaLight_pp01_hi.jpg|link=omAreaLight|omAreaLight File:HumanSurface_pp01_med.jpg|link=HumanSurface|HumanSurface File:UberEnvironment_pp01_lo.jpg|UberEnvironment|UberEnvironment File:UberSpot_PP01_hi.jpg|link=UberSpot|UberSpot File:UberPointPP_02lo.jpg|link=UberPoint|UberPoint </gallery> == Scripts == <gallery> File:00-main-render-throttle-for-iray-daz3d.jpg|link=RenderThrottleIray|Render Throttle for Iray File:SkyGen_pp_ui_lo.jpg|link=SkyGen|SkyGen </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 880a7aa6beef94253607f1ed8cce2c63e2b09701 499 497 2018-02-07T04:53:44Z Admin 1 /* Shaders */ wikitext text/x-wiki == Incantoo Starter Bundle == <gallery> File:Surrounded_02_1000x1300.jpg|link=IncantooStarterBundle|Incantoo Starter Bundle File:Incantoo_warrior_product_01_main.jpg|link=IncantooWarrior|Incantoo Warrior File:Incantoo_skeleton_product_01_main.jpg|link=IncantooSkeleton|Incantoo Skeleton File:Incantoo_skies_product_01_main.jpg|link=IncantooSky|Incantoo HDRI Skies File:Incantoo_hills_product_03.jpg|link=IncantooRollingHills|Incantoo Rolling Hills </gallery> == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Us2_icon.jpg|link=UberSurface2|UberSurface2 File:Uslk_Cellar01_icon.jpg|link=UberSoftLightKit|UberSoftLightKit File:UberHair_pp01_lo.jpg|link=UberHair|UberHair File:UberLightingBundle_pp01_lo.jpg|link=UberLightingBundle|UberLightingBundle File:omAreaLight_pp01_hi.jpg|link=omAreaLight|omAreaLight File:HumanSurface_pp01_med.jpg|link=HumanSurface|HumanSurface File:UberEnvironment_pp01_lo.jpg|link=UberEnvironment|UberEnvironment File:UberSpot_PP01_hi.jpg|link=UberSpot|UberSpot File:UberPointPP_02lo.jpg|link=UberPoint|UberPoint </gallery> == Scripts == <gallery> File:00-main-render-throttle-for-iray-daz3d.jpg|link=RenderThrottleIray|Render Throttle for Iray File:SkyGen_pp_ui_lo.jpg|link=SkyGen|SkyGen </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 59278ddace578524d22e4063227a1cf44834179d IncantooWarrior 0 237 461 440 2017-10-12T14:53:59Z Admin 1 /* Gallery */ wikitext text/x-wiki == Summary == Incantoo Warrior is a stylized fantasy figure complete with axe, shield, helmet, breastplate, beard, and ponytail he is ready to do battle or strike a pose. The figure comes complete with face rig, poses, high res textures, and beautiful Iray materials. == Gallery == [[File:Incantoo_warrior_product_01_main.jpg|461px]] == Installed Files == Look for installed Figure, Props and Poses here: '''People/omnifreaker/Incantoo Warrior''' 78352a773fe8ee3cacad4de038f3aeb91114bc08 465 461 2017-10-21T02:39:35Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/incantoo-warrior]] == Summary == Incantoo Warrior is a stylized fantasy figure complete with axe, shield, helmet, breastplate, beard, and ponytail he is ready to do battle or strike a pose. The figure comes complete with face rig, poses, high res textures, and beautiful Iray materials. == Gallery == [[File:Incantoo_warrior_product_01_main.jpg|461px]] == Installed Files == Look for installed Figure, Props and Poses here: '''People/omnifreaker/Incantoo Warrior''' 2370b956d5026f05a5761d7893e6cdd38f6aca73 IncantooStarterBundle 0 256 464 2017-10-21T02:38:45Z Admin 1 Created page with "[[Image:BuyNow.jpg|right|link=http://www.daz3d.com/incantoo-starter-bundle]] This is a bundle which includes the following awesome products: <gallery> File:Incantoo_warrior_p..." wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/incantoo-starter-bundle]] This is a bundle which includes the following awesome products: <gallery> File:Incantoo_warrior_product_01_main.jpg|link=IncantooWarrior|Incantoo Warrior File:Incantoo_skeleton_product_01_main.jpg|link=IncantooSkeleton|Incantoo Skeleton File:Incantoo_skies_product_01_main.jpg|link=IncantooSky|Incantoo HDRI Skies File:Incantoo_hills_product_03.jpg|link=IncantooRollingHills|Incantoo Rolling Hills </gallery> 5671e13ce80aa140d5eff5bcf99e66405b10e295 IncantooSkeleton 0 238 466 442 2017-10-21T02:40:30Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/incantoo-skeleton]] == Summary == Incantoo Skeleton is a stylized menace raised from the grave. Complete with sword and shield he is ready to do un-dead battle. The figure comes complete with morph targets, poses, high res textures, and beautiful Iray materials. == Gallery == [[File:Incantoo_skeleton_attack_sunset_500.jpg]] == Installed Files == Look for installed Figure, Props and Poses here: '''Figures/omnifreaker/Incantoo Skeleton''' 618fc270eac84ff1b4cccb498fe9b9c1f0a9e54f IncantooSky 0 239 467 431 2017-10-21T02:41:31Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/incantoo-hdri-skies]] == Summary == Incantoo HDRI Skies are multi-use single light source HDRI in a variety of colors and light shapes. The environments can be rotated in any direction in order to produce an infinite variety of looks. These are NOT photoreal maps but are designed to work with the painterly and stylized line of Incantoo characters by omnifreaker. == Gallery == [[File:Incantoo_skeleton_c02_1000.jpg|500px]] [[File:Env_product_compa_01_1000.jpg|500px]] == Installed Files == Look for your installed presets under '''Light Presets/omnifreaker/IncantooSky''' 1745f8cf3ed3128e4b18fe5327ef7fad18637725 IncantooRollingHills 0 241 468 432 2017-10-21T02:41:58Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/incantoo-rolling-hills]] == Summary == Incantoo Rolling Hills is a stylized and highly detailed 3D environment that can be used in an an number of scenes. The terrain is large enough to frame shots in valleys, on top of hills, or anywhere in between. Large diameter allows for panoramic views in all directions. Multiple layered material presets allow for a wide variety of looks from arid to rocky to lush. Designed for use with Iray. == Gallery == [[File:Incantoo_rolling_hills_product_01.jpg|500px|link=]] == Installed Files == The installed Props and Material presets can be found here: '''Props/omnifreaker/IncantooRollingHills''' aa0c26da9636f25d708d557e8b1fc52c3e9d4d91 File:Incantoo warrior product barbarian.jpg 6 257 469 2017-10-24T05:29:28Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:IncantooWarriorBaseTexture 20171023.zip 6 258 470 2017-10-24T05:31:22Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Downloads 0 171 471 421 2017-10-24T05:38:22Z Admin 1 wikitext text/x-wiki <html><script type="text/javascript" src="//s3.amazonaws.com/downloads.mailchimp.com/js/signup-forms/popup/embed.js" data-dojo-config="usePlainJson: true, isDebug: false"></script><script type="text/javascript">require(["mojo/signup-forms/Loader"], function(L) { L.start({"baseUrl":"mc.us15.list-manage.com","uuid":"d27196d764880f683a4434553","lid":"43a850e83b"}) })</script></html> '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Incantoo Warrior Base Textures == If you are looking at the [[IncantooWarrior]] and thinking that his pants are not quite your style, or maybe you just want something a little more generic, try these 'no pants' or 'barbarian' textures for FREE. The download includes: - 3 4K textures (Base Color/Roughness/Normal) - Material preset to load the textures Let me know what you think! == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. An iRay render using Env_StinsonBeach_1744PM_2k.21.hdr: [[File:Stinson beach 1744 01.png]] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' b51360abef90a06318cd66cb1b14ccc5cc75918b 472 471 2017-10-24T05:41:54Z Admin 1 wikitext text/x-wiki <html><script type="text/javascript" src="//s3.amazonaws.com/downloads.mailchimp.com/js/signup-forms/popup/embed.js" data-dojo-config="usePlainJson: true, isDebug: false"></script><script type="text/javascript">require(["mojo/signup-forms/Loader"], function(L) { L.start({"baseUrl":"mc.us15.list-manage.com","uuid":"d27196d764880f683a4434553","lid":"43a850e83b"}) })</script></html> '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Incantoo Warrior Base Textures == [[File:Incantoo_warrior_product_barbarian.jpg|184px]] If you are looking at the [[IncantooWarrior]] and thinking that his pants are not quite your style, or maybe you just want something a little more generic, try these 'no pants' or 'barbarian' textures for FREE. The download includes: * 3 4K textures (Base Color/Roughness/Normal) * Material preset to load the textures Let me know what you think! [[Media:IncantooWarriorBaseTexture_20171023.zip|IncantooWarriorBaseTexture_20171023.zip (42MB)]] == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. An iRay render using Env_StinsonBeach_1744PM_2k.21.hdr: [[File:Stinson beach 1744 01.png]] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' f1fcac62499a09fb7a70b30ec036806e153db55b 473 472 2017-10-24T05:43:12Z Admin 1 /* Incantoo Warrior Base Textures */ wikitext text/x-wiki <html><script type="text/javascript" src="//s3.amazonaws.com/downloads.mailchimp.com/js/signup-forms/popup/embed.js" data-dojo-config="usePlainJson: true, isDebug: false"></script><script type="text/javascript">require(["mojo/signup-forms/Loader"], function(L) { L.start({"baseUrl":"mc.us15.list-manage.com","uuid":"d27196d764880f683a4434553","lid":"43a850e83b"}) })</script></html> '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == Incantoo Warrior Base Textures == [[File:Incantoo_warrior_product_barbarian.jpg|461px]] If you are looking at the [[IncantooWarrior]] and thinking that his pants are not quite your style, or maybe you just want something a little more generic, try these 'no pants' or 'barbarian' textures for FREE. The download includes: * 3 4K textures (Base Color/Roughness/Normal) * Material preset to load the textures Let me know what you think! [[Media:IncantooWarriorBaseTexture_20171023.zip|IncantooWarriorBaseTexture_20171023.zip (42MB)]] == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. An iRay render using Env_StinsonBeach_1744PM_2k.21.hdr: [[File:Stinson beach 1744 01.png]] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 08732d1817a69bd607f2801ec6c99b6f7bbbc6ca 503 473 2018-03-04T04:04:47Z Admin 1 wikitext text/x-wiki <html><script type="text/javascript" src="//s3.amazonaws.com/downloads.mailchimp.com/js/signup-forms/popup/embed.js" data-dojo-config="usePlainJson: true, isDebug: false"></script><script type="text/javascript">require(["mojo/signup-forms/Loader"], function(L) { L.start({"baseUrl":"mc.us15.list-manage.com","uuid":"d27196d764880f683a4434553","lid":"43a850e83b"}) })</script></html> '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == RenderThrottle Reset (alternate) == An alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. See the [RenderThrottleIray] page for details. [[Media:RenderThrottle_reset_empty.zip]] == Incantoo Warrior Base Textures == [[File:Incantoo_warrior_product_barbarian.jpg|461px]] If you are looking at the [[IncantooWarrior]] and thinking that his pants are not quite your style, or maybe you just want something a little more generic, try these 'no pants' or 'barbarian' textures for FREE. The download includes: * 3 4K textures (Base Color/Roughness/Normal) * Material preset to load the textures Let me know what you think! [[Media:IncantooWarriorBaseTexture_20171023.zip|IncantooWarriorBaseTexture_20171023.zip (42MB)]] == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. An iRay render using Env_StinsonBeach_1744PM_2k.21.hdr: [[File:Stinson beach 1744 01.png]] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 252b32207f3b9542df4557182c8d29dcdc34f567 504 503 2018-03-04T04:05:17Z Admin 1 wikitext text/x-wiki <html><script type="text/javascript" src="//s3.amazonaws.com/downloads.mailchimp.com/js/signup-forms/popup/embed.js" data-dojo-config="usePlainJson: true, isDebug: false"></script><script type="text/javascript">require(["mojo/signup-forms/Loader"], function(L) { L.start({"baseUrl":"mc.us15.list-manage.com","uuid":"d27196d764880f683a4434553","lid":"43a850e83b"}) })</script></html> '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == RenderThrottle Reset (alternate) == An alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. See the [[RenderThrottleIray]] page for details. [[Media:RenderThrottle_reset_empty.zip]] == Incantoo Warrior Base Textures == [[File:Incantoo_warrior_product_barbarian.jpg|461px]] If you are looking at the [[IncantooWarrior]] and thinking that his pants are not quite your style, or maybe you just want something a little more generic, try these 'no pants' or 'barbarian' textures for FREE. The download includes: * 3 4K textures (Base Color/Roughness/Normal) * Material preset to load the textures Let me know what you think! [[Media:IncantooWarriorBaseTexture_20171023.zip|IncantooWarriorBaseTexture_20171023.zip (42MB)]] == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. An iRay render using Env_StinsonBeach_1744PM_2k.21.hdr: [[File:Stinson beach 1744 01.png]] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 36711e860ea3edb72fdbd3285a0aa9a960ea25f9 505 504 2018-03-04T04:06:09Z Admin 1 wikitext text/x-wiki <html><script type="text/javascript" src="//s3.amazonaws.com/downloads.mailchimp.com/js/signup-forms/popup/embed.js" data-dojo-config="usePlainJson: true, isDebug: false"></script><script type="text/javascript">require(["mojo/signup-forms/Loader"], function(L) { L.start({"baseUrl":"mc.us15.list-manage.com","uuid":"d27196d764880f683a4434553","lid":"43a850e83b"}) })</script></html> '''Free Downloads!''' This includes scripts/presets/shaders/whatever. All downloads can be used 'as-is' and are not supported in any way nor am I responsible for any harm done to you or your computer by using them. == RenderThrottle Reset (alternate) == An alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. See the [[RenderThrottleIray]] page for details. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] == Incantoo Warrior Base Textures == [[File:Incantoo_warrior_product_barbarian.jpg|461px]] If you are looking at the [[IncantooWarrior]] and thinking that his pants are not quite your style, or maybe you just want something a little more generic, try these 'no pants' or 'barbarian' textures for FREE. The download includes: * 3 4K textures (Base Color/Roughness/Normal) * Material preset to load the textures Let me know what you think! [[Media:IncantooWarriorBaseTexture_20171023.zip|IncantooWarriorBaseTexture_20171023.zip (42MB)]] == Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] Pixar is nice enough to share some gorgeous HDRI of Stinson Beach they captured for use in the beautiful short ''Piper''. The original files were posted in PRMan's tex format. I am re-posting here in the more generic HDR (Radiance) format for use in iRay, 3Delight, whatever under the [https://creativecommons.org/licenses/by-nc-sa/4.0/ Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License]. 19 32 bit 2048 x 1024 HDR files taken over the course of a day. An iRay render using Env_StinsonBeach_1744PM_2k.21.hdr: [[File:Stinson beach 1744 01.png]] Original post here: https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html [[Media:Stinson Beach 01.zip]] [[Media:Stinson Beach 02.zip]] == omNodeTools == [[Image:OmNodeTools.jpg]] ;[[Media:omNodeTools_20100719.zip|omNodeTools_20100719.zip (15 Kb)]]: The DS3 compatible version of the [[OmNodeTools]]. ;[[Media:080907_omNodeTools.zip|08-09-07omNodeTools.zip (8.28 Kb)]]: A small collection of 3 [[DAZStudio]] scripts for doing Copy, Snap, and Distance measurements between multiple nodes. == omHDRConverter == [[Image:omHDRConverterIcon.jpg]] ;[[Media:081013_omHdrConverter.zip|081013_omHdrConverter.zip (32 Kb)]]: omHdrConverter script for converting '''hdr''' files to a specific '''tif''' format friendly to 3Delight. [[Image:Alert.png]] If you are using DAZ Studio 3, you can find this script under ''DAZ Built-in Content->UberEnvironment2->HDRConverter'' 64af836dbf8c4891a84f5b93304d68e71b563ba1 RenderThrottleIray 0 259 474 2018-01-10T03:51:45Z Admin 1 Created page with "RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport r..." wikitext text/x-wiki RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. == User Guide == === Installation === After you have run the '''!RenderThrottleIray Install Actions''' Script, you will see new icons in the ''Render'' menu and ''Main ToolBar''. 59be1e9420987db53efd443736e92fc07bf72662 479 474 2018-01-10T04:09:39Z Admin 1 wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. == User Guide == === Installing Actions === After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] 7b793ae6e93ae26e5c61d709139b27917a0207f8 480 479 2018-01-10T04:43:49Z Admin 1 wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' - Interactive Presets will start Iray in the active Viewport - Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render (close to DS defaults). ;Render Hi: Final quality renders. 221286ba39a88a201b19995e5923080f2bae80ba 481 480 2018-01-10T05:32:44Z Admin 1 wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. The '''Interactive Lo''' Preset starts an interactive Viewport render with low ''Max Samples'' which will keep you from killing your computer while getting interactive feedback from Iray. Never use ''Texture Shaded'' again! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples). ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render (close to DS defaults). ;Render Hi: Final quality renders. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="2" | Draw Settings ! colspan="3" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Sampels |Max Time |Rendering Converged Ratio |- |Interactive Lo |Interactive |1/8 |16 |7200 |.95 |- |Interactive Hi |Photoreal |1/2 |1024 |7200 |.95 |- |Render Lo | | |5000 |7200 |.95 |- |Render Hi | | |15000 |28800 |.98 |} 9b5741918daf6a9f7333982d72ecfc52a7444b83 482 481 2018-01-10T05:34:10Z Admin 1 wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. The '''Interactive Lo''' Preset starts an interactive Viewport render with low ''Max Samples'' which will keep you from killing your computer while getting interactive feedback from Iray. Never use ''Texture Shaded'' again! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples). ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render (close to DS defaults). ;Render Hi: Final quality renders. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="2" | Draw Settings ! colspan="3" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Sampels |Max Time |Rendering Converged Ratio |- |Interactive Lo |Interactive |1/8 |16 |7200 |.95 |- |Interactive Hi |Photoreal |1/2 |1024 |7200 |.95 |- |Render Lo | | |5000 |7200 |.95 |- |Render Hi | | |15000 |28800 |.98 |} 57d9e5ac596a9c4c242a426c14e0bf0183069fdf 483 482 2018-01-13T05:37:22Z Admin 1 /* Preset Details */ wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. The '''Interactive Lo''' Preset starts an interactive Viewport render with low ''Max Samples'' which will keep you from killing your computer while getting interactive feedback from Iray. Never use ''Texture Shaded'' again! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples). ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render (close to DS defaults). ;Render Hi: Final quality renders. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.95 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} 827a6c76283bd7ec3a8d0e45a992681c7cd9fd9f 484 483 2018-01-16T03:54:58Z Admin 1 /* Preset Details */ wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. The '''Interactive Lo''' Preset starts an interactive Viewport render with low ''Max Samples'' which will keep you from killing your computer while getting interactive feedback from Iray. Never use ''Texture Shaded'' again! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples). ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render (close to DS defaults). ;Render Hi: Final quality renders. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} ef926d144d49759c7b60622c52fd038f1e9c8045 488 484 2018-01-16T06:04:01Z Admin 1 wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. The '''Interactive Lo''' Preset starts an interactive Viewport render with low ''Max Samples'' which will keep you from killing your computer while getting interactive feedback from Iray. Never use ''Texture Shaded'' again! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples). ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render (close to DS defaults). ;Render Hi: Final quality renders. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset'' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ 36de75dd6d1800e07ba23d2fd7416cbbdc008a62 489 488 2018-01-16T06:04:25Z Admin 1 /* Technical Notes */ wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. The '''Interactive Lo''' Preset starts an interactive Viewport render with low ''Max Samples'' which will keep you from killing your computer while getting interactive feedback from Iray. Never use ''Texture Shaded'' again! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples). ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render (close to DS defaults). ;Render Hi: Final quality renders. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ 98cd0053a7fab8cb63eabb323be49daa3ec83fd6 490 489 2018-01-16T06:06:02Z Admin 1 /* Presets */ wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. The '''Interactive Lo''' Preset starts an interactive Viewport render with low ''Max Samples'' which will keep you from killing your computer while getting interactive feedback from Iray. Never use ''Texture Shaded'' again! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ a88dffd789caa2be1a6d7233f073200964209b20 491 490 2018-01-16T06:06:55Z Admin 1 /* Presets */ wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottleIray lets you quickly switch between responsive interactive viewport renders, and final quality offline rendering with a single click. The '''Interactive Lo''' Preset starts an interactive Viewport render with low ''Max Samples'' which will keep you from killing your computer while getting interactive feedback from Iray. Never use ''Texture Shaded'' again! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ e0afddaf71b93948218416a7ad198b5b5f9280a8 492 491 2018-01-20T03:11:00Z Admin 1 wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottle provides a '''new preset type''', one for DrawSettings, then allows you to apply a DrawSettings Preset, a RenderSettings Preset, and switch Draw Style with a single click! RenderThrottleIray introduces an exciting new workflow by allowing you to quickly switch between responsive interactive viewport renders, and final quality offline rendering with a '''single click'''. '''Interactive Lo'''; and '''Interactive Med''' Presets start an Interactive Viewport render with low Max Samples; which will keep you from killing your computer while getting interactive feedback from Iray. The '''Render Hi''' preset will give you a beautiful high quality render (but you will have to wait). With RenderThrottle, you can use optimized Iray Draw Settings for quick feedback while editing materials, cameras or lights and then with a single click, kick off a final quality render. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ 7183eb8a7b1ca7365818ddea5a6569472cd1625c 493 492 2018-02-03T15:40:13Z Admin 1 wikitext text/x-wiki [[File:RenderThrottle-icon91.png|link=]] = Stop Wasting Time--Start Rendering With RenderThrottle for Iray! = RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottle provides a '''new preset type''', one for DrawSettings, then allows you to apply a DrawSettings Preset, a RenderSettings Preset, and switch Draw Style with a single click! RenderThrottleIray introduces an exciting new workflow by allowing you to quickly switch between responsive interactive viewport renders, and final quality offline rendering with a '''single click'''. '''Interactive Lo'''; and '''Interactive Med''' Presets start an Interactive Viewport render with low Max Samples; which will keep you from killing your computer while getting interactive feedback from Iray. The '''Render Hi''' preset will give you a beautiful high quality render (but you will have to wait). With RenderThrottle, you can use optimized Iray Draw Settings for quick feedback while editing materials, cameras or lights and then with a single click, kick off a final quality render. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ 545e5da0cc8148b63490e9862f0821e981b21041 494 493 2018-02-04T16:33:42Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/render-throttle-for-iray]] [[File:RenderThrottle-icon91.png|link=]] = Stop Wasting Time--Start Rendering With RenderThrottle for Iray! = RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottle provides a '''new preset type''', one for DrawSettings, then allows you to apply a DrawSettings Preset, a RenderSettings Preset, and switch Draw Style with a single click! RenderThrottleIray introduces an exciting new workflow by allowing you to quickly switch between responsive interactive viewport renders, and final quality offline rendering with a '''single click'''. '''Interactive Lo'''; and '''Interactive Med''' Presets start an Interactive Viewport render with low Max Samples; which will keep you from killing your computer while getting interactive feedback from Iray. The '''Render Hi''' preset will give you a beautiful high quality render (but you will have to wait). With RenderThrottle, you can use optimized Iray Draw Settings for quick feedback while editing materials, cameras or lights and then with a single click, kick off a final quality render. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ 5e6b4fc28f3c03187fe9abc1af910ae3e7defe5f 500 494 2018-02-07T04:55:10Z Admin 1 /* User Guide */ wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/render-throttle-for-iray]] [[File:RenderThrottle-icon91.png|link=]] = Stop Wasting Time--Start Rendering With RenderThrottle for Iray! = RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottle provides a '''new preset type''', one for DrawSettings, then allows you to apply a DrawSettings Preset, a RenderSettings Preset, and switch Draw Style with a single click! RenderThrottleIray introduces an exciting new workflow by allowing you to quickly switch between responsive interactive viewport renders, and final quality offline rendering with a '''single click'''. '''Interactive Lo'''; and '''Interactive Med''' Presets start an Interactive Viewport render with low Max Samples; which will keep you from killing your computer while getting interactive feedback from Iray. The '''Render Hi''' preset will give you a beautiful high quality render (but you will have to wait). With RenderThrottle, you can use optimized Iray Draw Settings for quick feedback while editing materials, cameras or lights and then with a single click, kick off a final quality render. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = {{#ev:youtube|WxoMiCLObns}} == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ ef0223ade9c6d7bd6ad7a770a8e042d40ca0d384 501 500 2018-02-07T21:44:57Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/render-throttle-for-iray]] [[File:RenderThrottle-icon91.png|link=]] = Stop Wasting Time--Start Rendering With RenderThrottle for Iray! = RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottle provides a '''new preset type''', one for DrawSettings, then allows you to apply a DrawSettings Preset, a RenderSettings Preset, and switch Draw Style with a single click! RenderThrottleIray introduces an exciting new workflow by allowing you to quickly switch between responsive interactive viewport renders, and final quality offline rendering with a '''single click'''. '''Interactive Lo'''; and '''Interactive Med''' Presets start an Interactive Viewport render with low Max Samples; which will keep you from killing your computer while getting interactive feedback from Iray. The '''Render Hi''' preset will give you a beautiful high quality render (but you will have to wait). With RenderThrottle, you can use optimized Iray Draw Settings for quick feedback while editing materials, cameras or lights and then with a single click, kick off a final quality render. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = {{#ev:youtube|WxoMiCLObns}} == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] 1c1adea8dc3811fe486509e995ce1907e08bbf1d 506 501 2018-03-04T04:19:27Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/render-throttle-for-iray]] [[File:RenderThrottle-icon91.png|link=]] = Stop Wasting Time--Start Rendering With RenderThrottle for Iray! = RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottle provides a '''new preset type''', one for DrawSettings, then allows you to apply a DrawSettings Preset, a RenderSettings Preset, and switch Draw Style with a single click! RenderThrottleIray introduces an exciting new workflow by allowing you to quickly switch between responsive interactive viewport renders, and final quality offline rendering with a '''single click'''. '''Interactive Lo'''; and '''Interactive Med''' Presets start an Interactive Viewport render with low Max Samples; which will keep you from killing your computer while getting interactive feedback from Iray. The '''Render Hi''' preset will give you a beautiful high quality render (but you will have to wait). With RenderThrottle, you can use optimized Iray Draw Settings for quick feedback while editing materials, cameras or lights and then with a single click, kick off a final quality render. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = {{#ev:youtube|WxoMiCLObns}} == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} == Customizing Presets == RenderThrottleIray allows you to create your own presets (If you are comfortable saving RenderSettings presets and editing text (json) files). The presets in the '''Render Presets''' directory are NOT encrypted and can be read/edited as plain text so you can see what they do. '''Note:''' You will have to re-install the product to get back to factory defaults (unless you make a copy before making changes). Be careful as you make customizations. As an example, you can download, an alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] === RenderSettings === You can change the RenderSettings applied by updating the corresponding .duf file. For example, if you want to customize the "RenderThrottle Render Hi" RenderSettings, you can save a RenderSettings preset over the file at '''Scripts/RenderThrottleIray/Render Presets/RenderThrottle Render Hi.duf'''. When you then invoke "rRenderThrottle RHi from the Render Menu or Toolbar, this preset will be applied. === DrawSettings === The DrawSettings presets are the .json files in the '''Render Presets''' directory and are simple Parameter Name, Parameter Value pairs and can be edited in order to make customizations. = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] c9bb308f1798b3e87acd6b618f9c39221f43779b 507 506 2018-03-04T04:20:44Z Admin 1 /* RenderSettings */ wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/render-throttle-for-iray]] [[File:RenderThrottle-icon91.png|link=]] = Stop Wasting Time--Start Rendering With RenderThrottle for Iray! = RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottle provides a '''new preset type''', one for DrawSettings, then allows you to apply a DrawSettings Preset, a RenderSettings Preset, and switch Draw Style with a single click! RenderThrottleIray introduces an exciting new workflow by allowing you to quickly switch between responsive interactive viewport renders, and final quality offline rendering with a '''single click'''. '''Interactive Lo'''; and '''Interactive Med''' Presets start an Interactive Viewport render with low Max Samples; which will keep you from killing your computer while getting interactive feedback from Iray. The '''Render Hi''' preset will give you a beautiful high quality render (but you will have to wait). With RenderThrottle, you can use optimized Iray Draw Settings for quick feedback while editing materials, cameras or lights and then with a single click, kick off a final quality render. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = {{#ev:youtube|WxoMiCLObns}} == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} == Customizing Presets == RenderThrottleIray allows you to create your own presets (If you are comfortable saving RenderSettings presets and editing text (json) files). The presets in the '''Render Presets''' directory are NOT encrypted and can be read/edited as plain text so you can see what they do. '''Note:''' You will have to re-install the product to get back to factory defaults (unless you make a copy before making changes). Be careful as you make customizations. As an example, you can download, an alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] === RenderSettings === You can change the RenderSettings applied by updating the corresponding .duf file. For example, if you want to customize the "RenderThrottle Render Hi" RenderSettings, you can save a RenderSettings preset over the file at '''Scripts/RenderThrottleIray/Render Presets/RenderThrottle Render Hi.duf'''. When you then invoke "RenderThrottle RHi" from the Render Menu or Toolbar, this preset will be applied. === DrawSettings === The DrawSettings presets are the .json files in the '''Render Presets''' directory and are simple Parameter Name, Parameter Value pairs and can be edited in order to make customizations. = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] 9936275a3424c73a2c4f026b68c815ca0a1a21ce File:RenderThrottleIray-Actions-menu.jpg 6 260 475 2018-01-10T03:52:37Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 487 475 2018-01-16T04:22:19Z Admin 1 Admin uploaded a new version of [[File:RenderThrottleIray-Actions-menu.jpg]] wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RenderThrottleIray-Actions-toolbar.jpg 6 261 476 2018-01-10T03:53:00Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 486 476 2018-01-16T04:21:45Z Admin 1 Admin uploaded a new version of [[File:RenderThrottleIray-Actions-toolbar.jpg]] wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RenderThrottle-icon91.png 6 262 477 2018-01-10T03:54:11Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RenderThrottleIray-content.jpg 6 263 478 2018-01-10T04:03:31Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 485 478 2018-01-16T04:21:00Z Admin 1 Admin uploaded a new version of [[File:RenderThrottleIray-content.jpg]] wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:00-main-render-throttle-for-iray-daz3d.jpg 6 264 495 2018-02-04T16:39:00Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RenderThrottle reset empty.zip 6 265 502 2018-03-04T04:01:52Z Admin 1 Al alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. wikitext text/x-wiki Al alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. 314b8c82b7065fc0015396085533c9c82e8c62b8 RenderThrottleIray 0 259 508 507 2018-04-04T20:51:15Z Admin 1 wikitext text/x-wiki [[Image:BuyNow.jpg|right|link=http://www.daz3d.com/render-throttle-for-iray]] [[File:RenderThrottle-icon91.png|link=]] = Stop Wasting Time--Start Rendering With RenderThrottle for Iray! = RenderThrottleIray is a render optimization preset manager add-on for Iray in DAZ Studio. RenderThrottle provides a '''new preset type''', one for DrawSettings, then allows you to apply a DrawSettings Preset, a RenderSettings Preset, and switch Draw Style with a single click! RenderThrottleIray introduces an exciting new workflow by allowing you to quickly switch between responsive interactive viewport renders, and final quality offline rendering with a '''single click'''. '''Interactive Lo'''; and '''Interactive Med''' Presets start an Interactive Viewport render with low Max Samples; which will keep you from killing your computer while getting interactive feedback from Iray. The '''Render Hi''' preset will give you a beautiful high quality render (but you will have to wait). With RenderThrottle, you can use optimized Iray Draw Settings for quick feedback while editing materials, cameras or lights and then with a single click, kick off a final quality render. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = {{#ev:youtube|WxoMiCLObns}} == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} == Customizing Presets == RenderThrottleIray allows you to create your own presets (If you are comfortable saving RenderSettings presets and editing text (json) files). The presets in the '''Render Presets''' directory are NOT encrypted and can be read/edited as plain text so you can see what they do. '''Note:''' You will have to re-install the product to get back to factory defaults (unless you make a copy before making changes). Be careful as you make customizations. As an example, you can download, an alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] === RenderSettings === You can change the RenderSettings applied by updating the corresponding .duf file. For example, if you want to customize the "RenderThrottle Render Hi" RenderSettings, you can save a RenderSettings preset over the file at '''Scripts/RenderThrottleIray/Render Presets/RenderThrottle Render Hi.duf'''. When you then invoke "RenderThrottle RHi" from the Render Menu or Toolbar, this preset will be applied. === DrawSettings === The DrawSettings presets are the .json files in the '''Render Presets''' directory and are simple Parameter Name, Parameter Value pairs and can be edited in order to make customizations. = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio 242ea95fb2ae419e70bbac4cbae0dee73f0bb475 RenderThrottle3delight 0 266 509 2019-09-06T13:56:13Z Admin 1 Created page with "*WIP* [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] File:RT_banner.jpg|link=http://www.daz3d.com/render-throttle-f..." wikitext text/x-wiki *WIP* [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] [[File:RT_banner.jpg|link=http://www.daz3d.com/render-throttle-for-3delight]] RenderThrottle is a time-saving preset manager add-on for Daz Studio. Stop wasting time doing test renders with high-quality settings. Avoid having to spend time tuning parameters for that print quality high-res render. With RenderThrottle3Delight you can quickly and easily switch between render presets with the click of a button. RenderThrottle3Delight is also more than just a Render preset manager as it also can drive critical quality controls on UberEnvironmnent lights. RenderThrottle provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = {{#ev:youtube|WxoMiCLObns}} == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} == Customizing Presets == RenderThrottleIray allows you to create your own presets (If you are comfortable saving RenderSettings presets and editing text (json) files). The presets in the '''Render Presets''' directory are NOT encrypted and can be read/edited as plain text so you can see what they do. '''Note:''' You will have to re-install the product to get back to factory defaults (unless you make a copy before making changes). Be careful as you make customizations. As an example, you can download, an alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] === RenderSettings === You can change the RenderSettings applied by updating the corresponding .duf file. For example, if you want to customize the "RenderThrottle Render Hi" RenderSettings, you can save a RenderSettings preset over the file at '''Scripts/RenderThrottleIray/Render Presets/RenderThrottle Render Hi.duf'''. When you then invoke "RenderThrottle RHi" from the Render Menu or Toolbar, this preset will be applied. === DrawSettings === The DrawSettings presets are the .json files in the '''Render Presets''' directory and are simple Parameter Name, Parameter Value pairs and can be edited in order to make customizations. = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio 4c38fe8840ece2da254e93e28d95e06cb1064750 510 509 2019-09-06T13:57:59Z Admin 1 wikitext text/x-wiki '''WIP''' [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] [[File:RT_banner.jpg|link=http://www.daz3d.com/render-throttle-for-3delight]] RenderThrottle is a time-saving preset manager add-on for Daz Studio. Stop wasting time doing test renders with high-quality settings. Avoid having to spend time tuning parameters for that print quality high-res render. With RenderThrottle3Delight you can quickly and easily switch between render presets with the click of a button. RenderThrottle3Delight is also more than just a Render preset manager as it also can drive critical quality controls on UberEnvironmnent lights. RenderThrottle provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. Stop wasting time--Get the most out of Iray, and start rendering with RenderThrottle for Iray! = User Guide = {{#ev:youtube|WxoMiCLObns}} == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottleIray''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} == Customizing Presets == RenderThrottleIray allows you to create your own presets (If you are comfortable saving RenderSettings presets and editing text (json) files). The presets in the '''Render Presets''' directory are NOT encrypted and can be read/edited as plain text so you can see what they do. '''Note:''' You will have to re-install the product to get back to factory defaults (unless you make a copy before making changes). Be careful as you make customizations. As an example, you can download, an alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] === RenderSettings === You can change the RenderSettings applied by updating the corresponding .duf file. For example, if you want to customize the "RenderThrottle Render Hi" RenderSettings, you can save a RenderSettings preset over the file at '''Scripts/RenderThrottleIray/Render Presets/RenderThrottle Render Hi.duf'''. When you then invoke "RenderThrottle RHi" from the Render Menu or Toolbar, this preset will be applied. === DrawSettings === The DrawSettings presets are the .json files in the '''Render Presets''' directory and are simple Parameter Name, Parameter Value pairs and can be edited in order to make customizations. = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio cea17864933a58ec385559c8497a253dfae26eff 511 510 2019-09-26T04:29:43Z Admin 1 wikitext text/x-wiki '''WIP''' [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] [[File:RT_banner.jpg|link=http://www.daz3d.com/render-throttle-for-3delight]] RenderThrottle is a time-saving preset manager add-on for Daz Studio. Stop wasting time doing test renders with high-quality settings. Avoid having to spend time tuning parameters for that print quality high-res render. With RenderThrottle3Delight you can quickly and easily switch between render presets with the click of a button. RenderThrottle3Delight is also more than just a Render preset manager as it also can drive critical quality controls on UberEnvironmnent lights. RenderThrottle provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. Stop wasting time--Get the most out of 3Delight, and start rendering with RenderThrottle for 3Delight! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottle3Delight''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottleIray Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == There are two types of RenderThrottle Presets; ''Interactive'' and ''Render'' * Interactive Presets will start Iray in the active Viewport * Render Presets will stop Iray in the active viewport (if running) and launch a Render. When applying a RenderThrottle Preset, 3 things happen: # A corresponding RenderThrottle file is loaded which updates various DrawSettings # A corresponding RenderSettings Preset is loaded (These presets are found in Scripts/RenderThrottleIray/Render Presets) # The Interactive or offline render is started ;Interactive Lo: Most responsive Viewport rendering (low Max Samples; Interactive Mode). ;Interactive Lo: Medium quality Viewport rendering. ;Interactive Hi: Hi quality Viewport rendering. ;Render Lo: Lo quality render. ;Render Med: Medium quality render (close to DS defaults). ;Render Hi: Final quality renders. ;Reset: Restore default Render Settings; cancel any interactive render. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} == Customizing Presets == RenderThrottleIray allows you to create your own presets (If you are comfortable saving RenderSettings presets and editing text (json) files). The presets in the '''Render Presets''' directory are NOT encrypted and can be read/edited as plain text so you can see what they do. '''Note:''' You will have to re-install the product to get back to factory defaults (unless you make a copy before making changes). Be careful as you make customizations. As an example, you can download, an alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] === RenderSettings === You can change the RenderSettings applied by updating the corresponding .duf file. For example, if you want to customize the "RenderThrottle Render Hi" RenderSettings, you can save a RenderSettings preset over the file at '''Scripts/RenderThrottleIray/Render Presets/RenderThrottle Render Hi.duf'''. When you then invoke "RenderThrottle RHi" from the Render Menu or Toolbar, this preset will be applied. === DrawSettings === The DrawSettings presets are the .json files in the '''Render Presets''' directory and are simple Parameter Name, Parameter Value pairs and can be edited in order to make customizations. = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio 0429d1c10e2e4c89d8668255d53f6e2c8ac795ae 512 511 2019-09-26T04:48:32Z Admin 1 wikitext text/x-wiki '''WIP''' [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] [[File:RT_banner.jpg|link=http://www.daz3d.com/render-throttle-for-3delight]] RenderThrottle is a time-saving preset manager add-on for Daz Studio. Stop wasting time doing test renders with high-quality settings. Avoid having to spend time tuning parameters for that print quality high-res render. With RenderThrottle3Delight you can quickly and easily switch between render presets with the click of a button. RenderThrottle3Delight is also more than just a Render preset manager as it also can drive critical quality controls on UberEnvironmnent lights. RenderThrottle provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. Stop wasting time--Get the most out of 3Delight, and start rendering with RenderThrottle for 3Delight! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottle3Delight''' folder in your Content Manager: [[File:RenderThrottleIray-content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottle 3Delight !Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. TIP: You can assign custom key shotcuts to the new actions using '''F3''' to launch the manager. [[File:RenderThrottleIray-Actions-toolbar.jpg|link=]] [[File:RenderThrottleIray-Actions-menu.jpg|link=]] == Presets == With each of the quality presets, the current settings are saved, the render is launched, then the settings are restored after the render is complete. ;0XLo: Extra low quality (Extra fast render). ;1Lo: Low quality. ;2Med: Med quality. ;3Hi: Hi quality render (slowest render). ;Repeat Last: Remember and repeat the last preset used, eg if you just rendered with Med, this will render again with Med. ;Install Actions: Install custom actions in the Main menu and toolbar. ;Options: Launch the Dialog for editing presets. == Preset Details == So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} == Customizing Presets == RenderThrottleIray allows you to create your own presets (If you are comfortable saving RenderSettings presets and editing text (json) files). The presets in the '''Render Presets''' directory are NOT encrypted and can be read/edited as plain text so you can see what they do. '''Note:''' You will have to re-install the product to get back to factory defaults (unless you make a copy before making changes). Be careful as you make customizations. As an example, you can download, an alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] === RenderSettings === You can change the RenderSettings applied by updating the corresponding .duf file. For example, if you want to customize the "RenderThrottle Render Hi" RenderSettings, you can save a RenderSettings preset over the file at '''Scripts/RenderThrottleIray/Render Presets/RenderThrottle Render Hi.duf'''. When you then invoke "RenderThrottle RHi" from the Render Menu or Toolbar, this preset will be applied. === DrawSettings === The DrawSettings presets are the .json files in the '''Render Presets''' directory and are simple Parameter Name, Parameter Value pairs and can be edited in order to make customizations. = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio ce3c28e263e2744dba66b4480e38ad2f4cdbd6c0 518 512 2019-09-26T14:05:07Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] [[File:Rt3d_icon_91.png|link=http://www.daz3d.com/render-throttle-for-3delight]] RenderThrottle is a time-saving preset manager add-on for Daz Studio. Stop wasting time doing test renders with high-quality settings. Avoid having to spend time tuning parameters for that print quality high-res render. With RenderThrottle3Delight you can quickly and easily switch between render presets with the click of a button. RenderThrottle3Delight is also more than just a Render preset manager as it also can drive critical quality controls on UberEnvironmnent lights. RenderThrottle provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. Stop wasting time--Get the most out of 3Delight, and start rendering with RenderThrottle for 3Delight! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottle3Delight''' folder in your Content Manager: [[File:RenderThrottle3Delight_01content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottle 3Delight !Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. TIP: You can assign custom key shotcuts to the new actions using '''F3''' to launch the manager. [[File:RenderThrottle3Delight_01toolbar.jpg|link=]] [[File:RenderThrottle3Delight_01render_menu.jpg|link=]] == Presets == With each of the quality presets, the current settings are saved, the render is launched, then the settings are restored after the render is complete. ;0XLo: Extra low quality (Extra fast render). ;1Lo: Low quality. ;2Med: Med quality. ;3Hi: Hi quality render (slowest render). ;Repeat Last: Remember and repeat the last preset used, eg if you just rendered with Med, this will render again with Med. ;Install Actions: Install custom actions in the Main menu and toolbar. ;Options: Launch the Dialog for editing presets. == Preset Details == [[File:RenderThrottle3Delight_01ui.jpg]] So what exactly is RenderThrottle changing? {| class="wikitable" ! rowspan="2" | Preset ! colspan="6" | Draw Settings ! colspan="4" | Render Settings |- |Draw Mode |Manipulation Resolution |Max Ray Bounces |Max Reflection Bounces |Max Refraction Bounces |Path Space Filtering |Max Samples |Max Time |Rendering Converged Ratio |Max Path Length |- |Interactive Lo |Interactive |1/8 |1 |1 |1 |on |16 |7200 |.80 |2 |- |Interactive Med |Photoreal |1/4 |4 |2 |2 |off |64 |7200 |.90 |10 |- |Interactive Hi |Photoreal |1/2 |16 |8 |8 |off |5000 |7200 |.95 | -1 |- |Render Lo | | | | | | |1000 |300 |.80 |2 |- |Render Med | | | | | | |5000 |7200 |.95 |10 |- |Render Hi | | | | | | |15000 |28800 |.98 | -1 |} == Customizing Presets == RenderThrottleIray allows you to create your own presets (If you are comfortable saving RenderSettings presets and editing text (json) files). The presets in the '''Render Presets''' directory are NOT encrypted and can be read/edited as plain text so you can see what they do. '''Note:''' You will have to re-install the product to get back to factory defaults (unless you make a copy before making changes). Be careful as you make customizations. As an example, you can download, an alternative "RenderThrottle Reset" preset that only stops the render--no RenderSettings or DrawSettings preset applied. [[Media:RenderThrottle_reset_empty.zip|RenderThrottle_reset_empty.zip]] === RenderSettings === You can change the RenderSettings applied by updating the corresponding .duf file. For example, if you want to customize the "RenderThrottle Render Hi" RenderSettings, you can save a RenderSettings preset over the file at '''Scripts/RenderThrottleIray/Render Presets/RenderThrottle Render Hi.duf'''. When you then invoke "RenderThrottle RHi" from the Render Menu or Toolbar, this preset will be applied. === DrawSettings === The DrawSettings presets are the .json files in the '''Render Presets''' directory and are simple Parameter Name, Parameter Value pairs and can be edited in order to make customizations. = Technical Notes = * In order for the Interactive Presets to work, Daz Studio requires that the DrawSettings pane be visible. If it is not part of your favorite layout, you may want to include DrawSettings so the Pane does not pop-up when using the presets. * When using the '''Reset''' preset during an active render, the application may take a minute to cancel the render (This is also the case when done without RenderThrottle). * Don't use all the actions or what to move them? Use '''F3''' to customize. = Supported Versions = Daz Studio 4.9+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio 5813e4269a0b42852887cf55bae74bac0a2046dc 519 518 2019-09-26T14:15:32Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] [[File:Rt3d_icon_91.png|link=http://www.daz3d.com/render-throttle-for-3delight]] RenderThrottle is a time-saving preset manager add-on for Daz Studio. Stop wasting time doing test renders with high-quality settings. Avoid having to spend time tuning parameters for that print quality high-res render. With RenderThrottle3Delight you can quickly and easily switch between render presets with the click of a button. RenderThrottle3Delight is also more than just a Render preset manager as it also can drive critical quality controls on UberEnvironmnent lights. RenderThrottle provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. Stop wasting time--Get the most out of 3Delight, and start rendering with RenderThrottle for 3Delight! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottle3Delight''' folder in your Content Manager: [[File:RenderThrottle3Delight_01content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottle 3Delight !Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottle3Delight_01toolbar.jpg|link=]] [[File:RenderThrottle3Delight_01render_menu.jpg|link=]] TIP: You can assign custom key shotcuts to the new actions using '''F3''' to launch the manager. == Presets == With each of the quality presets, the current settings are saved, the render is launched, then the settings are restored after the render is complete. ;0XLo: Extra low quality (Extra fast render). ;1Lo: Low quality. ;2Med: Med quality. ;3Hi: Hi quality render (slowest render). ;Repeat Last: Remember and repeat the last preset used, eg if you just rendered with Med, this will render again with Med. ;Install Actions: Install custom actions in the Main menu and toolbar. ;Options: Launch the Dialog for editing presets. == Customizing Presets == [[File:RenderThrottle3Delight_01ui.jpg|link=]] RenderThrottle3Delight allows you to customize the 4 presets using the provided UI. Simply launch the UI with the '''RenderThrottle 3Delight !Options'''' action, make your changes, then press '''Save'''. '''Advanced:''' The presets are saved as json files in the '''Render Presets''' directory where the scripts are found. Feel free to share these. = Supported Versions = Daz Studio 4.11+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio b806398a0e1769a0f1941ef37ca58d27f6cb09ff 520 519 2019-09-26T14:16:18Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] [[File:Rt3d_icon_91.png|link=http://www.daz3d.com/render-throttle-for-3delight]] '''RenderThrottle for 3Delight is a time-saving preset manager add-on for Daz Studio.''' Stop wasting time doing test renders with high-quality settings. Avoid having to spend time tuning parameters for that print quality high-res render. With RenderThrottle3Delight you can quickly and easily switch between render presets with the click of a button. RenderThrottle3Delight is also more than just a Render preset manager as it also can drive critical quality controls on UberEnvironmnent lights. RenderThrottle provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. Stop wasting time--Get the most out of 3Delight, and start rendering with RenderThrottle for 3Delight! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottle3Delight''' folder in your Content Manager: [[File:RenderThrottle3Delight_01content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottle 3Delight !Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottle3Delight_01toolbar.jpg|link=]] [[File:RenderThrottle3Delight_01render_menu.jpg|link=]] TIP: You can assign custom key shotcuts to the new actions using '''F3''' to launch the manager. == Presets == With each of the quality presets, the current settings are saved, the render is launched, then the settings are restored after the render is complete. ;0XLo: Extra low quality (Extra fast render). ;1Lo: Low quality. ;2Med: Med quality. ;3Hi: Hi quality render (slowest render). ;Repeat Last: Remember and repeat the last preset used, eg if you just rendered with Med, this will render again with Med. ;Install Actions: Install custom actions in the Main menu and toolbar. ;Options: Launch the Dialog for editing presets. == Customizing Presets == [[File:RenderThrottle3Delight_01ui.jpg|link=]] RenderThrottle3Delight allows you to customize the 4 presets using the provided UI. Simply launch the UI with the '''RenderThrottle 3Delight !Options'''' action, make your changes, then press '''Save'''. '''Advanced:''' The presets are saved as json files in the '''Render Presets''' directory where the scripts are found. Feel free to share these. = Supported Versions = Daz Studio 4.11+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio befd242e9147662d7558914a56be9a9437f82466 521 520 2019-09-26T14:22:55Z Admin 1 wikitext text/x-wiki [[File:BuyNow.jpg|right|The daz3d product page|link=http://www.daz3d.com/render-throttle-for-3delight]] [[File:Rt3d_icon_91.png|link=http://www.daz3d.com/render-throttle-for-3delight]] '''RenderThrottle for 3Delight is a time-saving preset manager add-on for Daz Studio.''' Stop wasting time doing test renders with high-quality settings. Avoid having to spend time tuning parameters for that print quality high-res render. With RenderThrottle3Delight you can quickly and easily switch between render presets with the click of a button. RenderThrottle3Delight is also more than just a Render preset manager as it also can drive critical quality controls on UberEnvironmnent lights. RenderThrottle provides 4 customizable, and sharable render quality presets. The RenderThrottle options interface gives you control over what settings the given preset will affect. RenderThrottle can be made to only drive global render options, UberEnvironment specific options or both. Stop wasting time--Get the most out of 3Delight, and start rendering with RenderThrottle for 3Delight! = User Guide = == Installing Actions == After running the Daz installer, you should have a '''Scripts/RenderThrottle3Delight''' folder in your Content Manager: [[File:RenderThrottle3Delight_01content.jpg|link=]] You can use the presets here, but installing Custom Actions allows you to have easy access to RenderThrottle. # Double-click '''!RenderThrottle 3Delight !Install Actions''' Script # You will see new icons in the ''Render'' menu and ''Main ToolBar''. [[File:RenderThrottle3Delight_01toolbar.jpg|link=]] [[File:RenderThrottle3Delight_01render_menu.jpg|link=]] TIP: You can assign custom key shotcuts to the new actions using '''F3''' to launch the manager. == Presets == With each of the quality presets, the current settings are saved, the render is launched, then the settings are restored after the render is complete. ;0XLo: Extra low quality (Extra fast render). ;1Lo: Low quality. ;2Med: Med quality. ;3Hi: Hi quality render (slowest render). ;Repeat Last: Remember and repeat the last preset used, eg if you just rendered with Med, this will render again with Med. ;Install Actions: Install custom actions in the Main menu and toolbar. ;Options: Launch the Dialog for editing presets. == The Options Dialog == Launch the Options dialog using the '''RenderThrottle 3Delight !Options'''' action. === Customizing Presets === [[File:RenderThrottle3Delight_01ui.jpg|link=]] RenderThrottle3Delight allows you to customize the 4 presets using the options UI. Simply make your changes, then press '''Save'''. '''Advanced:''' The presets are saved as json files in the '''Render Presets''' directory where the scripts are found. Feel free to share these. === Restore Defaults === '''Restore Defaults''' will remove your custom preset and revert to the original. === Apply === '''Apply''' will apply the current preset to the scene, meaning this will change the current render resolution, etc. This is useful for when you want to render a sequence of frames. = Supported Versions = Daz Studio 4.11+ = Attribution = I used some of the scripting examples as a launch point: [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_custom_create/start action_custom_create] [http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/active_viewport_drawstyle/start active_viewport_drawstyle] = Troubleshooting = == Install actions does not work == RT is a plugin and as such needs to be installed for each version of DS that you are running == Where are the toolbar buttons? == If the install runs successfully and the RT actions appear in the Render menu, make sure you toolbar is not hidden: https://www.daz3d.com/forums/discussion/70210/restore-hidden-toolbar-in-daz-studio ecf7b102441386e6115239f41521370e13e62ca0 File:Rt3d icon 91.png 6 267 513 2019-09-26T13:25:11Z Admin 1 RenderThrottle 3Delight icon wikitext text/x-wiki RenderThrottle 3Delight icon 2906900098261136451d9386bf1050e67a0b5535 File:RenderThrottle3Delight 01content.jpg 6 268 514 2019-09-26T13:58:40Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RenderThrottle3Delight 01render menu.jpg 6 269 515 2019-09-26T13:58:53Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RenderThrottle3Delight 01toolbar.jpg 6 270 516 2019-09-26T13:59:08Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RenderThrottle3Delight 01ui.jpg 6 271 517 2019-09-26T13:59:20Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:RenderThrottle3DelightMainThumb.jpeg 6 272 522 2019-10-18T13:58:26Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Products 0 11 523 499 2019-10-18T13:59:17Z Admin 1 /* Scripts */ wikitext text/x-wiki == Incantoo Starter Bundle == <gallery> File:Surrounded_02_1000x1300.jpg|link=IncantooStarterBundle|Incantoo Starter Bundle File:Incantoo_warrior_product_01_main.jpg|link=IncantooWarrior|Incantoo Warrior File:Incantoo_skeleton_product_01_main.jpg|link=IncantooSkeleton|Incantoo Skeleton File:Incantoo_skies_product_01_main.jpg|link=IncantooSky|Incantoo HDRI Skies File:Incantoo_hills_product_03.jpg|link=IncantooRollingHills|Incantoo Rolling Hills </gallery> == DAZ Studio 3 Advanced == The following products are only available as part of [http://www.daz3d.com/i/software/daz_studio3/daz_studio_advanced?_m=d DAZ Studio 3 Advanced] * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == Shaders == <gallery> File:Us2_icon.jpg|link=UberSurface2|UberSurface2 File:Uslk_Cellar01_icon.jpg|link=UberSoftLightKit|UberSoftLightKit File:UberHair_pp01_lo.jpg|link=UberHair|UberHair File:UberLightingBundle_pp01_lo.jpg|link=UberLightingBundle|UberLightingBundle File:omAreaLight_pp01_hi.jpg|link=omAreaLight|omAreaLight File:HumanSurface_pp01_med.jpg|link=HumanSurface|HumanSurface File:UberEnvironment_pp01_lo.jpg|link=UberEnvironment|UberEnvironment File:UberSpot_PP01_hi.jpg|link=UberSpot|UberSpot File:UberPointPP_02lo.jpg|link=UberPoint|UberPoint </gallery> == Scripts == <gallery> File:RenderThrottle3DelightMainThumb.jpeg|link=RenderThrottle3delight|Render Throttle for 3Delight File:00-main-render-throttle-for-iray-daz3d.jpg|link=RenderThrottleIray|Render Throttle for Iray File:SkyGen_pp_ui_lo.jpg|link=SkyGen|SkyGen </gallery> == Textures/Addons == <gallery> File:Uslp1_V4_dress_1softbox_01_thumb.jpg|[[UberSoftLightPack1]] File:HumanSurface_ep1_car_med.jpg|[[HumanSurfaceExpansionPack1]] File:UEhdri1_pp01_lo.jpg|[[UberEnvironmentHdriPack1]] </gallery> 7550d9bb108576a4852d16b67ae3ccfa3d09016b News 0 174 524 498 2019-10-18T14:03:33Z Admin 1 wikitext text/x-wiki == Render Throttle for 3Delight Released == [[File:RenderThrottle3DelightMainThumb.jpeg|link=RenderThrottle3delight|Render Throttle for 3Delight]] The return of the time saving render presets! == Render Smarter with Render Throttle for Iray == [[File:00-main-render-throttle-for-iray-daz3d.jpg|link=http://www.daz3d.com/render-throttle-for-iray|461px]] [[RenderThrottleIray]] == Incantoo Stylized Characters/Environments Now Available! == [[File:Surrounded_02_1000x1300.jpg|link=http://www.daz3d.com/incantoo-starter-bundle|461px]] Need a vacation from the "uncanny valley"? The [http://www.daz3d.com/incantoo-starter-bundle Incantoo Starter Bundle] provides a ticket to a new stylized fantasy world of Warriors, Skeletons, and more! On sale for a limited time. == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. da7d73293a63d55e845d0a4e15664ae05608dc93 529 524 2020-03-27T18:20:12Z Admin 1 wikitext text/x-wiki == Brytag STUDIO Alpha Preview == [[File:Brytag_studio_logo_square_01.png|link=https://www.brytagstudio.com/|135px]] Enjoy the creativity of Daz Studio but looking for something more interactive and fun? Register for early access for an exciting new free-to-play app: [https://www.brytagstudio.com Brytag STUDIO]! {{#ev:youtube|hh_t-aYv0kc}} [https://brytagstudio.com/register-now/ Register Now!] == Render Throttle for 3Delight Released == [[File:RenderThrottle3DelightMainThumb.jpeg|link=RenderThrottle3delight|Render Throttle for 3Delight]] The return of the time saving render presets! == Render Smarter with Render Throttle for Iray == [[File:00-main-render-throttle-for-iray-daz3d.jpg|link=http://www.daz3d.com/render-throttle-for-iray|461px]] [[RenderThrottleIray]] == Incantoo Stylized Characters/Environments Now Available! == [[File:Surrounded_02_1000x1300.jpg|link=http://www.daz3d.com/incantoo-starter-bundle|461px]] Need a vacation from the "uncanny valley"? The [http://www.daz3d.com/incantoo-starter-bundle Incantoo Starter Bundle] provides a ticket to a new stylized fantasy world of Warriors, Skeletons, and more! On sale for a limited time. == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. ae66109abbe55b60a0570e3648226f9ed28af3da 532 529 2021-06-05T18:52:29Z Admin 1 /* Brytag STUDIO Alpha Preview */ wikitext text/x-wiki == Brytag STUDIO is Coming Soon to Steam! == Enjoy the creativity of Daz Studio but looking for something more interactive and fun? [https://www.brytagstudio.com Brytag STUDIO] is Coming Soon to Steam! [https://store.steampowered.com/app/1578170/Brytag_Studio/ Wishlist it Now!] {{#ev:youtube|7F6NBP7_eUY}} https://store.steampowered.com/app/1578170/Brytag_Studio/ == Render Throttle for 3Delight Released == [[File:RenderThrottle3DelightMainThumb.jpeg|link=RenderThrottle3delight|Render Throttle for 3Delight]] The return of the time saving render presets! == Render Smarter with Render Throttle for Iray == [[File:00-main-render-throttle-for-iray-daz3d.jpg|link=http://www.daz3d.com/render-throttle-for-iray|461px]] [[RenderThrottleIray]] == Incantoo Stylized Characters/Environments Now Available! == [[File:Surrounded_02_1000x1300.jpg|link=http://www.daz3d.com/incantoo-starter-bundle|461px]] Need a vacation from the "uncanny valley"? The [http://www.daz3d.com/incantoo-starter-bundle Incantoo Starter Bundle] provides a ticket to a new stylized fantasy world of Warriors, Skeletons, and more! On sale for a limited time. == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. df2f710d0e75a6c947a35c016a692e04cf514f7d 534 532 2021-06-05T20:57:12Z Admin 1 /* Brytag STUDIO is Coming Soon to Steam! */ wikitext text/x-wiki == Brytag STUDIO is Coming Soon to Steam! == [[File:Brytag STUDIO skeleton.jpg|https://store.steampowered.com/app/1578170/Brytag_Studio/|1280px]] Enjoy the creativity of Daz Studio but looking for something more interactive and fun? [https://www.brytagstudio.com Brytag STUDIO] is Coming Soon to Steam! [https://store.steampowered.com/app/1578170/Brytag_Studio/ Wishlist it Now!] {{#ev:youtube|7F6NBP7_eUY}} https://store.steampowered.com/app/1578170/Brytag_Studio/ == Render Throttle for 3Delight Released == [[File:RenderThrottle3DelightMainThumb.jpeg|link=RenderThrottle3delight|Render Throttle for 3Delight]] The return of the time saving render presets! == Render Smarter with Render Throttle for Iray == [[File:00-main-render-throttle-for-iray-daz3d.jpg|link=http://www.daz3d.com/render-throttle-for-iray|461px]] [[RenderThrottleIray]] == Incantoo Stylized Characters/Environments Now Available! == [[File:Surrounded_02_1000x1300.jpg|link=http://www.daz3d.com/incantoo-starter-bundle|461px]] Need a vacation from the "uncanny valley"? The [http://www.daz3d.com/incantoo-starter-bundle Incantoo Starter Bundle] provides a ticket to a new stylized fantasy world of Warriors, Skeletons, and more! On sale for a limited time. == FREE Stinson Beach HDRI == [[File:8764-stinson-beach-shaderballs.jpg]] 19 2K x 1K HDR files from Pixar available in [[Downloads]] available for '''FREE''' == Added [[UberSurface2Tutorial]] (06.16.2011) == 2 great video tutorials for [[UberSurface2]]. [[File:Us2_tutorial02.jpg]] == New Release -- [[UberSurface2]] (06.09.2011) == Powerful new layered shader [[UberSurface2]]. [[Image:Us2_amy_hero_dirt_med.jpg]] == New Release -- [[UberSoftLightPack1]] (10.08.2010)== Amazing and versatile presets for the [[UberSoftLightKit]] [[Image:Uslp1_Arc_02_med.jpg|link=UberSoftLightKit]] == New Release--[[UberSoftLightKit]] == Controllable global illumination with [[UberSoftLightKit]]! [[Image:Uslk_cellar01_med.jpg|link=UberSoftLightKit]] == [[UberHair]] Released == [[Image:UberHair_pp01_med.jpg|link=UberHair]] == DAZStudio Advanced powered by omnifreaker == The new version of DAZStudio is powered by omnifreaker shaders and tools. The following products are available '''exclusively''' in DAZStudio Advanced: * [[UberEnvironment2]] * [[UberVolume]] * [[UberSurface]] * [[UberAreaLight]] == DAZStudio 3 Product Updates == DAZStudio 3 is currently in public beta and provides many exciting new features and updates. Due to the fact that DS3 uses a new version of [[3Delight]] (8.5) as well as a new scripting engine, I will be providing DS3 specific updates to '''ALL''' of my products. Details will be coming shortly. == Webinar == * '''Daz3d Webinar Tues Nov 18'''. More info in the [[Tutorials]] section. == [[UberLightingBundle]] Released == Get all the powerful [[UberLightingBundle|Uber lighting tools]] in a discounted bundle. == [[SkyGen|Skymap Generator]] Released == [[SkyGen|Skymap HDR Generator]] for DAZStudio. == [[RenderThrottle]] Released == [[RenderThrottle]] render optimization preset manager add-on for Daz Studio. == [[omAreaLight]] Released == Area Lights now available for DAZStudio with [[omAreaLight|omAreaLight]]! == [[UberEnvironment]] and [[UberEnvironmentHdriPack1]] Released == Expand the your IBL possibilities with the [[UberEnvironmentHdriPack1]]. Check out the new [[UberEnvironment|UberEnvironment]] light shader for creating stunning Environment Mapped and Ambient Occlusion lighting effects. adc3b0d3d407553cb263f4e24f7969c89b9571e9 File:Brytag studio logo square 01.png 6 273 525 2020-03-27T17:51:44Z Admin 1 Brytag STUDIO Logo wikitext text/x-wiki Brytag STUDIO Logo 3006bdfb1632d3b4e11672e98fc254659817b012 File:Knight attack 2.jpg 6 274 526 2020-03-27T17:52:47Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Knight attack 2 thumb135.jpg 6 275 527 2020-03-27T18:00:03Z Admin 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 MediaWiki:NavBlockLinks 8 220 528 391 2020-03-27T18:00:51Z Admin 1 wikitext text/x-wiki <html> <!-- Begin MailChimp Signup Form --> <link href="//cdn-images.mailchimp.com/embedcode/slim-10_7.css" rel="stylesheet" type="text/css"> <style type="text/css"> #mc_embed_signup{background:#fff; clear:left; font:14px Helvetica,Arial,sans-serif; width:110px;} /* Add your own MailChimp form style overrides in your site stylesheet or in this style block. 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